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Comment by wtallis

4 days ago

Conservative rasterization is definitely an area-based square pixel technique. I'm not sure how prevalent it is now that it's been available for a few years. Multisample antialiasing patterns are also constructed with square pixels in mind, but it's relatively rare in games these days due in part to the popularity of deferred rendering.

I'm not sure how raytracing as done by video games can be construed a more area-based than point sample based. It seems to me like ray-hit testing is done in a point-sample manner, and games aren't doing multiple rays per pixel. (They're usually doing less than one ray per pixel, and averaging over several frames that sampled from different locations within a square pixel, then running it all through a blurring denoiser filter and upscaling, but the result is so bad for anything other than a static scene that I don't think it should be used to support any argument.)

> I’m not sure how ray tracing done by video games can be construed a more area-based than point sample based. It seems to me like ray-hit testing is done in a point-sample manner, and games aren’t doing multiple rays per pixel.

Ignoring the denoiser, games are quite commonly using Box Filter for pixels. That’s the square in square pixels. The point sampling is in service of an integral whose shape is a square, and that’s the problem Alvy Ray is talking about.

That point sampling is distinctly different from the “point sample” that represents the pixel value itself, so let’s not conflate them. The averaging over an area that is square shaped, whether it’s multiple samples or over time, is the reason that the pixel shape is summarized as square, not as a point.