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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AAlexK%2FHalfPixel</id>
	<title>利用者:AlexK/HalfPixel - 版の履歴</title>
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	<updated>2026-09-07T17:25:36Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:AlexK/HalfPixel&amp;diff=149163&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:12:51Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:12時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:AlexK/HalfPixel&amp;diff=149162&amp;oldid=prev</id>
		<title>2015年1月3日 (土) 18:17にwiki&gt;AlexKによる</title>
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		<updated>2015-01-03T18:17:51Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=HalfPixel=&lt;br /&gt;
I wrote glsl shader for more accurate sampling  of zoom out images for Image Editor. As it is glsl, it runs fast and on any gpu.&lt;br /&gt;
You can try live demo here:&lt;br /&gt;
&lt;br /&gt;
http://www.googledrive.com/host/0B4P63MOLDQXJWkVrUlczWUtHODA&lt;br /&gt;
&lt;br /&gt;
Note, your browser must support WebGL!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Better image sampling==&lt;br /&gt;
Mipmaps and point samples ignores some pixels (that might be important). This leads to artifacts.&lt;br /&gt;
&lt;br /&gt;
My shader integrates over all pixel accurately,&lt;br /&gt;
Sidenote: trapezoidal integration cannot be done as it smooths pixels at 1:1 zoom. Therefore, we assume that each image pixel represent a square with the same value. &lt;br /&gt;
&lt;br /&gt;
Here is some examples:&lt;br /&gt;
&lt;br /&gt;
[[File:GLSLpattern.png|upright=1]]&amp;lt;br&amp;gt;Concentric circles (Mine, Blender's)&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:GLSLgrid.png|upright=1]]&amp;lt;br&amp;gt;Mac OS Chess board (Mine, Blender's)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The problem is also noticeable for sharp edges at different angles.&lt;br /&gt;
&lt;br /&gt;
==SubPixel rendering==&lt;br /&gt;
SubPixel rendering gives sharper images as it assume the physical representation of a monitor: [R|G|B] or [B|G|R].&lt;br /&gt;
It is very beneficial for text.&lt;br /&gt;
&lt;br /&gt;
This is blender UI example:&lt;br /&gt;
&lt;br /&gt;
[[File:GLSLtext.png|upright=1]]&amp;lt;br&amp;gt;Assumes that monitor is [R|G|B], otherwise the result would be worse. (Mine, Blender's)&amp;lt;br&amp;gt;&lt;br /&gt;
The subpixel rendering triples the time, but it worth it for the text. Plus, text can be easily optimized by rendering text 3x bigger and sampling it without corner cases.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
We must provide the number of max possible iterations as glsl doesn't support not deterministic termination of the loop. This won't be the case for text anti aliasing.&lt;/div&gt;</summary>
		<author><name>wiki&gt;AlexK</name></author>
		
	</entry>
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