[<<][math][>>][..]Fri Jan 4 11:39:46 EST 2013
The "stupid slow" solution to anti-aliased rendering of basic geometric shapes. The idea is to render (unions / intersections) of coordinate member functions. It seems simplest to not assume anything about the primitive inequalities (borders) used for finding pixel values, but to simply do crude oversampling. To get to 256 greyscale levels one needs 8x8 oversampling.
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