Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording.
Specific topics in anti-aliasing include:
- Anti-aliasing filter, a filter used before a signal sampler to restrict the bandwidth of a signal such as in audio applications.
- Manual anti-aliasing, an artistic technique done in pixel art graphics to smooth transitions between shapes, soften lines or blur edges.
- Computer-generated imagery (CGI), the application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games.[1]
- Spatial anti-aliasing, the technique of minimizing aliasing when representing a high-resolution image at a lower resolution
- Fast approximate anti-aliasing (FXAA), an anti-aliasing algorithm created by Timothy Lottes under Nvidia. May also be referred to as Fast Sample Anti-aliasing (FSAA).
- Multisample anti-aliasing (MSAA), a type of spatial anti-aliasing method
- Super-sampling (SSAA), a type of spatial anti-aliasing method
- Morphological antialiasing (MLAA), a type of spatial anti-aliasing method
- Conservative morphological anti-aliasing(CMAA), a type of spatial anti-aliasing method[2]
- Area-based anti-aliasing (ABAA), new anti-aliasing algorithm that relies on subpixel area-sampling instead point-sampling. Unlike with N points sampling, with ABAA the pixel is divided into N subpixel areas of equal size. For each triangle edge, the covered area assigned to subpixel areas is equal to the actual covered area, to the closest digit.
- Temporal anti-aliasing (TAA) in CGI, techniques to reduce or remove the effects of temporal aliasing in moving images
- Deep learning anti-aliasing, a type of spatial and temporal anti-aliasing method relying on dedicated tensor core processors
- Deep learning super sampling (DLSS), a family of real-time deep learning image enhancement and upscaling technologies developed by Nvidia that are available in a number of video games.