Incorporating Jittered Super-sampling

scene rendered with super-sampling yet no jittering scene rendered with super-sampling and jittering

xml file used to create images


We see in the above pictures that there is less aliasing due to the jittering effect. While this is not immediately apparent on the geometries in the foreground, due to the high-frequency of the background we can see the difference between the two techniques. Essentially by including jittering we are introducing noise into the system, yet our eyes are accustomed to dealing with noise, and as such it looks natural - particularly for details that are far away.
The image shown at right above has a high amount of jittering. The image background is quite blurred because of this. There is a tag to vary the amount of jittering per ray, specifiable within the xml file.
To include jittering, I used the super-sampling scheme as before. In addition to this, while I still vary theta, I no longer take only one complete rotation (i.e theta is no longer bound on [0,2*PI].
Instead I increment theta by a fraction unassociated with the number of samples we are taking. In addition, rather than keeping r fixed, I instead vary it by a random amount on the interval [0,0.5].

Mesh acceleration using Bounding Boxes