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Smooth graphics

Glossary

Short definitions of anti-aliasing, MSAA, SSAA, FXAA, signed distance fields, coverage, device pixel ratio, squircles, OKLab, banding and dithering.

Updated pixi-silk 0.1.0

This page defines the terms used across these docs. Each entry starts with a one-sentence definition.

Aliasing(jaggies, staircase artifacts)
The jagged or crawling edges that appear when you sample a continuous shape at only one point per pixel. Each pixel is then either fully in or fully out.
Analytic anti-aliasing
Anti-aliasing computed exactly per pixel from the shape's geometry, not from extra samples. pixi-silk derives coverage from the signed distance to the shape and the size of one device pixel. Read more
Anti-aliasing(antialiasing, AA)
Techniques that remove the jagged "staircase" look of edges on a pixel grid. Each edge pixel gets a partial colour proportional to how much of it the shape covers. Read more
Coverage
The fraction of a pixel's area covered by a shape, from 0 to 1. Anti-aliasing uses coverage as the pixel's opacity along edges.
Device pixel
One physical pixel of the display. A canvas is sharp only when each of its pixels maps to exactly one device pixel.
Device pixel ratio(DPR, devicePixelRatio)
The number of physical screen pixels per CSS pixel: 1 on standard displays, 2 or 3 on retina or HiDPI screens. Many laptops and phones have fractional ratios such as 1.25 or 1.5. Read more
Dithering
Adding a little structured noise (here ±½ of an 8-bit step) before quantising. It hides banding and leaves exact colours unchanged.
Draw call
One command from the CPU telling the GPU to draw. Fewer draw calls usually mean better performance. Each SilkGraphics is one draw call.
FXAA(fast approximate anti-aliasing)
A cheap post-processing filter that detects and blurs high-contrast edges in the finished image. It softens detail and text and cannot recover geometry lost between pixels.
Gradient banding(colour banding)
Visible steps in a smooth gradient caused by 8-bit colour precision, most obvious in dark, wide gradients. Read more
Hairline
A line thinner than one device pixel. pixi-silk keeps hairlines one pixel wide and scales their opacity with their width, so they fade instead of breaking up. Read more
Instanced rendering(instancing)
Drawing many copies of one mesh in a single draw call, each with its own data. pixi-silk draws every primitive of a SilkGraphics as one instance of a quad. Read more
Monotone interpolation
A curve through data points that never overshoots them. Peaks stay on the data and flat runs stay flat. pixi-silk uses Steffen's method (like d3's curveMonotoneX) for charts. Read more
MSAA(multisample anti-aliasing)
A GPU technique that stores several coverage samples per pixel (typically 4) and averages them. In PixiJS, you enable it with antialias: true. By default it covers only the main canvas. Filters and render textures must opt in one by one. Read more
OKLab
A perceptual colour space by Björn Ottosson, where equal steps look equally different. Gradients interpolated in OKLab stay bright and even, without muddy midpoints. Read more
Premultiplied alpha
Storing colour already multiplied by opacity. Interpolating premultiplied colours prevents dark fringes when a gradient fades to transparent.
Signed distance field(SDF)
A function that returns the distance from any point to the nearest edge of a shape: negative inside, positive outside. Rendering a shape from its SDF gives exact edges at any scale. Read more
Squircle(superellipse corner, continuous corner)
A rounded rectangle whose corners are superellipse arcs, so curvature grows gradually from the straight edge instead of jumping. iOS app icons and cards use it. Read more
SSAA(supersampling)
Anti-aliasing by rendering at a higher resolution and downscaling. It is simple and high quality. Memory and fill-rate costs grow with the scale factor squared.
Tessellation
Converting curves and shapes into triangles for the GPU. PixiJS Graphics tessellates when you draw, so curves become polygons with a fixed number of segments.