New AA tech /g/amers

Always improving the image, never bothering to work on the picture.

Doom sprites were real models captured on camera, so in a way they're pre-rendered.
And I never liked the SNES. Never owned one, don't even collect its roms. The last console I bought was a Sega Genesis. Get it through you r head already: I DON'T LIKE YOUR FUCKING FANCY ASS GRPAHICS SHIT.

That's digitization or rotoscoping, depending on how they animated them.
I don't care about your preferences, I want you to stop being an embarrassment for Zig Forums and start using the correct terms

On a related note, I remember years ago reading about silhouette tessellation, where edge-detection is used to prioritize silhouettes of geometry for additional polygons (possibly actual 3D polygons, maybe some strange sort of 2D processing, but it looked natural with shading/textures/etc). The justification for this was the fact that the centers of objects (especially in the case of more modern shading techniques) are difficult to spot vertex boundaries and other polygonal artifacts in, whereas the outermost silhouettes of objects are the areas such artifacts are most visible in.

Has anything come of this? In a quick search just now, I see a lot of papers about something implemented as a shader in modern engines, but I can't see any wireframe images that indicate a reduction of polygons in the middle of objects and an increase in granularity toward the edges.


Wouldn't that sort'a make it not pixel art by definition? The closest to AA you could come would be alpha channel support, allowing you to use baked-in AA (in addition to translucency) on each sprite. Earliest example that jumps to mind (though it's prerendered 3D) is Starcraft.

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It was digitization, although not all Doom sprites were based off models. Several were hand-drawn.

Also everyone likes sucking Adrian Carmack's dick but the best models were made by Gregor Punchatz who only had a footnote in Doom history.

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I have never cared for anti-aliasing and always seen it as a useless resource hog.

Turrican is a crappy game and you fucking know it.

Idiot with poor short-term memory, you wrote earlier
Then you whip out some SNES title like it means something to me. All this time you're >implying I care about your retarded rendered graphics shit. Well I don't give a rat's ass, and never did. I stopped playing games when they moved away from hand-drawn sprites. The new games are nasty! I'd rather play Terry's collection of TempleOS games than any of that shit.

Also digitization will by its nature create anti-aliasing. Look at this fucking picture of a digitized girl. Zoom in closely so you can see the pixels. Now look at the countour between her skin and the blue wall. It's not a straight color, is it? No, some blue pixels are in that zone. Looks like you don't even know wtf you're talking about and should feel embarased!


No, I don't fucking know it. I never played Turrican. Out of all those, I only played the top-left game (Lionheart).

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Don't a lot of Euros actually like Turrican though? Compared to Shadow of the Beast where they like its visuals but hate the game.

False, very severe aliasing occurs in pixel-based cameras and scanners due to their discrete sensors, causing jaggies, moiré, and other artifacts, especially at higher magnification/lower resolution. While properly tuned software AA is the best way to deal with it, some newer devices, including most consumer-grade digital cameras, obviate this using crude optical blur filters in front of the sensors to add simple anti-aliasing:
web.archive.org/web/20070216052644/https://www.maxmax.com/hot_rod_visible.htm

As for your photo, I'm sure you're aware it's 8-bit, almost certainly scanned at a much higher resolution than appears onscreen, and the dithering is so severe that it leaves a 2-6 pixel fringe of dappled fuzz around every detail.