Graphics Reference
In-Depth Information
Figure 3.64. Several pixels of a rasterized triangle, which demonstrate how pixels are affected by their
proximity to each of the vertices.
By default, the type of interpolation used to generate these per-fragment attributes is
a perspective correct linear interpolation. However, the interpolation mode can be modi-
fied by adding an interpolation modifier before the type declaration of a pixel shader input
attribute. The available interpolation modes are listed in Table 3.2, with a brief description
of their behavior.
Interpolation Mode
Interpolation Mode
Description
Description
Provides linear, perspective-correct interpolation. The interpolation is based on
Provides linear, perspective-correct interpolation. The interpolation is based on
the center of the pixel.
linear
linear
, . ,
the center ot the pixel.
Provides linear, perspective-correct interpolation. The interpolation is based on
Provides linear, perspective-correct interpolation. The interpolation is based on
the centroid of the covered area of the pixel.
centroid
centroid
, ., _. , , . ,
the centroid ot the covered area ot the pixel.
nointerpolation
nointerpolation
Provides no interpolation. Attributes are passed as constants.
Provides no interpolation. Attributes are passed as constants.
Provides linear interpolation without accounting for perspective effects. The
Provides linear interpolation without accounting for perspective effects. The
interpolation is based on the center of the pixel.
noperspective
noperspective
. ,••,,, . ,
interpolation is based on the center ot the pixel.
Provides linear, perspective-correct interpolation. The interpolation is based on
the MSAA sample location, instead of the center of the pixel.
Provides linear, perspective-correct interpolation. The interpolation is based on
the MSAA sample location, instead of the center of the pixel.
sample
Table 3.2. The available attribute interpolation modes.
Multisampling Considerations
Direct3D 11 's rasterization pipeline is an efficient means of rendering 3D geometry with
performance suitable for real-time applications. However one of the fundamental draw-
backs of rasterization is that the image produced can suffer from noticeable aliasing ar-
tifacts. Aliasing is a term from the field of signal processing that refers to the effect that
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