ABSTRACT

The method is trivially useful for rendering objects whose outline is geometrically defined or easily derived. This applies to everything from GUI-elements to 2D objects positioned in 3D, or even simple 3D-objects-anything where the outline is defined by geometry. For textured 2D-elements, the usual way to deal with antialiasing is to use textures with a translucent edge, relying on texturesampling to produce a smooth transition at the boundary. While this is a good solution, it requires careful construction of the mip-chain to avoid artifacts during scaling or when viewed at steep angles.