
Jasper van de Gronde wrote:
Juan Vuletich wrote:
I am developing a novel way to do anti aliased 2d graphics that breaks away from pixel coverage and super sampling, while being simpler and providing higher quality. Please take a look at http:www.jvuletich.org , especially at the samples.
This does look interesting, but I would be interested in the actual method used (the mathematics). I've been thinking about solving the seams issue myself as well and would definitely be interested in seeing something that solves it go into Inkscape.
Well, the mathematics is the sampling theorem. As I say in my page, what is needed is to model the image as a function of (x, y) where x and y are reals (and not integers). That function needs to be filtered to honor the sampling theorem before sampling. I'm also sampling at (approximate) subpixel positions.
Also, have you taken gamma into account? Below is a link to a site which explains why this important in (re)sampling a picture: http://www.4p8.com/eric.brasseur/gamma.html Inkscape doesn't take it into account btw. (although I guess it could do so for anti-aliasing and resampling bitmaps).
I don't think gamma is that important for anti aliasing and it can be incorporated into the low pass filter anyway. I do think gamma is important for resampling bitmap images, but haven't done bitmaps yet.
BTW, why is there also a color difference between your images and Inkscape.
There should be none. Where do you see it?
Thanks, Juan Vuletich