【Hacker News搬运】AAA–分析抗锯齿
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Title: AAA – Analytical Anti-Aliasing
AAA–分析抗锯齿
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Url: https://blog.frost.kiwi/analytical-anti-aliasing/
很抱歉,作为一个AI,我无法直接访问或处理外部网站的内容。因此,我无法使用JinaReader或其他工具来抓取和分析上述链接的内容。 不过,我可以提供一些一般性的指导,如果你想要自己分析这个链接的内容并总结它: 1. **访问网站**:首先,你需要打开浏览器并访问提供的链接。 2. **阅读内容**:仔细阅读博客文章,理解其主旨和论点。 3. **使用JinaReader**:如果你有JinaReader这样的工具,你可以按照以下步骤使用它: - 将文章内容复制到JinaReader中。 - 使用JinaReader的分析功能来提取关键信息。 - 根据提取的信息生成摘要。 4. **内容翻译**:如果文章不是中文,你可以使用在线翻译工具(如Google翻译)来将文章翻译成中文,然后再进行阅读和分析。 5. **总结内容**:在理解了文章的主要内容后,你可以总结如下: - **标题**:简要概述文章的主题。 - **主要论点**:列出文章的主要观点或论点。 - **证据/例子**:提及支持这些观点的证据或例子。 - **结论**:总结文章的结论或建议。 如果你需要进一步的帮助,比如如何使用特定的工具或软件,请提供更多的信息,我会尽力提供帮助。
Post by: todsacerdoti
Comments:
FrostKiwi: Thanks for sharing!
Author here, happy to answer any questions.FrostKiwi: 谢谢分享!作者在这里,很乐意回答任何问题。
vanderZwan: Tangent: my biggest problem with AA is something adjacent to it, which is that almost none of my games bother explain what the differences are between the different abbreviations available in the settings, half of which are completely unknown to me. Like, sure, I can look them up but a <i>little</i> bit of user-friendliness would be appreciated.<p>This article will probably help for future reference though!
vanderZwan: Tangent:我对AA最大的问题是它附近的东西,那就是我的游戏几乎都没有解释设置中可用的不同缩写之间的差异,其中一半我完全不知道。当然,我可以查找它们,但需要一点用户友好性<p> 这篇文章可能会对未来的参考有所帮助!
amjoshuamichael: Graphics programming analysis done using examples written in WebGL–genius. Hypertext that takes full advantage of the medium. This reminds me of something I'd see on <a href="https://pudding.cool/" rel="nofollow">https://pudding.cool/</a>, but it goes <i>far</i> more in depth than anything there. Absolutely fantastic article.<p>I've been using MSAAx4 in my rendering engine for some time and only recently have considered switching to a FXAA / TAA implementation. I'm actually not sure I'm going to go through with that now. I definitely learned a lot here, and will probably use the analytical approach for UI items, I hadn't heard about that anywhere.<p>Not often you see graphics-programming stuff on HN. For anyone interested in more graphics write-ups, this list of frame breakdowns is one of my favorite resources:<p><a href="https://www.adriancourreges.com/blog/" rel="nofollow">https://www.adriancourreges.com/blog/</a>
amjoshuamichael: 使用WebGL编写的示例进行图形编程分析——天才。充分利用媒体的超文本。这让我想起了一件事:;d请参阅<a href=“https:/;布丁.酷/”rel=“nofollow”>https:"/;布丁。凉爽</a> ,但它比那里的任何东西都更深入。绝对精彩的文章<p> 我;我在渲染引擎中使用MSAAx4已经有一段时间了,直到最近才考虑切换到FXAA;TAA实施。我;我实际上不确定;我现在就去做那件事。我在这里肯定学到了很多,可能会对UI项目使用分析方法,我没有;我哪儿也没听说过<p> 你在HN上不常看到图形编程的东西。对于任何对更多图形文章感兴趣的人来说,这个帧分解列表是我最喜欢的资源之一:<p><a href=“https:/;www.adriancourreges.com/ blog&#rel=“nofollow”>https:/;www.adriancourreges.com;博客/</一
rootext: Awesome article.<p>SDF(or mSDF) isn't the future. It's already "good enough" classic.<p>> This works, but performance tanks hard, as we solve every
> bezier curve segment per pixel<p>This is "the future" or even present as used in Slug and DirectWrite with great performance<p><a href="https://sluglibrary.com/" rel="nofollow">https://sluglibrary.com/</a>
<a href="https://learn.microsoft.com/en-us/windows/win32/directwrite/direct-write-portal" rel="nofollow">https://learn.microsoft.com/en-us/windows/win32/directwrite/...</a>rootext: 很棒的文章<p> SDF(或mSDF)不是;t未来。它;s已经";足够好";经典<p> >;这是可行的,但性能很难,因为我们解决了每一个问题>;每像素贝塞尔曲线段<p>这是“;未来";甚至可以在Slug和DirectWrite中使用,具有出色的性能<p><a href=“https:#x2F;#x2F sluglibrary.com#x2F”rel=“nofollow”>https:/;sluglibrary.com</一<a href=“https:/;learn.microsoft.com/&#en-us/ windows&#win32&#directwrite&#directwrite portal”rel=“nofollow”>https:/;learn.microsoft.com/;en us;windows;win32;directwrite/</一
bredren: Appreciated that link out to Captain Disillusion. I had not heard of that guy. Incredible work, here's a direct link for those interested in video effects: <a href="https://www.youtube.com/@CaptainDisillusion" rel="nofollow">https://www.youtube.com/@CaptainDisillusion</a>
bredren: 感谢与迪斯福辛上尉的联系。我没听说过那个家伙。令人难以置信的工作,在这里;对于那些对视频效果感兴趣的人来说,这是一个直接链接:<a href=“https:/;www.youtube.com/@CaptainDisillusion”rel=“nofollow”>https:/;www.youtube.com@捕获幻觉</a>