Temporal sampling frequency (aka ‘framerate’)

Game player:  "d00d, teh framerate totally sux0rz!" Game developer:  "we are experiencing aliasing due to low sampling frequency along the temporal axis…" One of the many decisions that goes into making a game is whether it is better to run at a high framerate, which means drawing many frames per second and thus having little…

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Stand still and they won’t see you

So far I have written about aliasing in the context of rendering single images, but neglected to consider what happens when we string a series of images together, attempting to create the illusion of smooth motion.  Animation introduces the temporal (time) axis, which we sample by rendering frames usually 30 or 60 times per second. …

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