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It's a special form of anti-aliasing, where the level of AA is floating. So if you have a very complex scene, the program raises the factor of AA and if it's a flat scene without any spectacular things in it, it lowers it. The problem with all other forms of AA is, AA is always on. And that costs GPU time.


In signal processing field, aliasing refer to the misidentification of signal frequency. For example, due to the lack of the adequate consideration in under-sampling step it may lead to the generating errors and distortion. It can be generalized to the 2D discrete signal such as an image.


Adding to the other two answers, here is a more intuitive explanation of what happens. The grid squares represent pixels. The red polygon on the left is the shape being drawn, represented internally as a sequence of points. When it is rendered, it is converted from a list of points to a buffer of pixel colors. The discrete sampling determines which pixels ...


The accepted answer is not strictly correct, although it addresses the most common usage in computer graphics. Aliasing is a fundamental concept in signal processing and the mathematical theory of it predates computer displays. It is also not really true that "it is a side effect of the fact that pixels are square". Aliasing exists any time you discretely ...


Is it a physical phenomena ? or numerical ? This question sorta implies to me that you don't actually know what aliasing/anti-aliasing means. I mean, you say you "know what it looks like" but if you actually knew what the terms mean, you'd probably realize your question is nonsensical. Aliasing is a side-effect of how computer graphics are rendered, and ...

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