whdt Posted April 12, 2016 Report Share Posted April 12, 2016 I make a 3d Mapping test. but the aliasing of projection screen is very serious. I have not found where to adjust anti aliasing in WO. Please help me. Thank you very much. 0 Quote Link to comment Share on other sites More sharing options...
sparkles Posted May 4, 2016 Report Share Posted May 4, 2016 I am also interested to learn if there is any solve for this?? Cheers 0 Quote Link to comment Share on other sites More sharing options...
zackboyd Posted May 4, 2016 Report Share Posted May 4, 2016 Looking at this image specifically, it looks like projector placement/throw is to blame here. Increase the physical layer resolution covering that surface area and you should see improvements. 0 Quote Link to comment Share on other sites More sharing options...
Mike Fahl Posted May 4, 2016 Report Share Posted May 4, 2016 Are you referring mainly to the edge of the image? Do you apply the image directly to the 3D geometry, or through a virtual display? Mike 0 Quote Link to comment Share on other sites More sharing options...
sparkles Posted May 13, 2016 Report Share Posted May 13, 2016 Hey Mike, Yes mainly the edge with the steppy aliased line. I am going through a Virtual Display. Does that effect it? Thanks Dave 0 Quote Link to comment Share on other sites More sharing options...
Moderator Miro Posted May 26, 2016 Moderator Report Share Posted May 26, 2016 You can enable anti-aliasing in your graphics card settings. Choose to override the application's settings and select multi-sampled anti-aliasing (MSAA). I did some quick tests. This is without AA (click to enlarge): This is with MSAA x8: 0 Quote Link to comment Share on other sites More sharing options...
Mike Fahl Posted May 26, 2016 Report Share Posted May 26, 2016 While Miro's solution is very good, it is more taxing for the hardware, so make sure you re-test before going on site, to make sure everything still plays as expected. Another trick to improve this a bit, if you're rendering through a virtual display, is to make the virtual display two pixels wider and taller than the content you're playing on the surface. This trick assumes the content is just played as is, and doesn't move about or extend outside the virtual display. Place the content centered on the virtual display, leaving a 1 pixel "transparent" border of pixels all around. This should take off the jaggies, at the expense of the image not extending all the way to the edge of the 3D geometry (due to this "one pixel off" trick). Since the edge pixels are transparent, you'll get antialiasing between those and the edge pixels of the content. Mike 0 Quote Link to comment Share on other sites More sharing options...
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