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> most computer-generated images are rendered as an average of point samples weighted according to estimated coverage of a square pixel

This may be true in terms of the sheer amount of GPU rasterized imagery.

I wrote the pixel filtering code currently used in one of the major production-quality film renderers. I can tell you that it uses the classical approach of treating pixels as point samples. Notionally, it convolves irregularly placed camera samples with a reconstruction filter to create a continuous function which is then point sampled uniformly along the half-integer grid to produce the rendered image.

Regarding the squarish pixels on the shown screen, I like to view them as just an analog convolution of those discrete samples so that the photoreceptors in our eyes can resample them.



Nice paper (is this patented?) https://graphics.pixar.com/library/MultiJitteredSampling/pap...

You don’t have an email address in your HN profile. Is there one folks trying to contact you should prefer (before I hunt around the internet looking for one)?


Thanks, just updated my profile.

And no, intentionally not patented.




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