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Comment by IggleSniggle

4 hours ago

In the broadest sense of the word, aliasing refers to a problem where an insufficient number of samples create a misrepresentation of an intended signal source. I was being a bit poetic, because in graphics programming, where the term "antialiasing" is most often encountered by lay audiences, antialiasing generally refers to X/Y sampling coordinate correction rather than representations across time. It's not usually considered a major issue in vision, because our brains naturally fill in the gaps pretty easily across time for motion (they already naturally do this for eg blinking, you don't see your eyelids when you blink). So usually antialiasing across time is only an issue in audio domains for the layperson, where a misrepresentation of a sample might be perceived as an entirely different pitch, since our ears need >40k samples per second (for accurate high pitches) vs the 24 samples per second that we are accustomed to getting in old fashioned film. When our eyes "miss" a frame or two, our brain is happy to fill in the gaps, ie "antialiasing."

Edit: to clarify, I'm suggesting that some people might prefer to let their brains "fill in the missing frames" rather than see the extra frames shown explicitly. For example, you might be more likely to notice visual tearing at 60Hz than you are to take note of visual tearing at 24Hz when you're already accustomed to filling in the missing pieces, or to a greater extreme, across two panels of a comic strip portraying motion.