Any system that dices a picture into a matrix of
pixels risks the distortion known as aliasing. A
simple example is the jagged rendering of certain
characters seen on a computer display. More
interesting distortions, such as the moiré pattern,
may emerge when one matrix is used to sample data on
another, as happens when one looks at a screen door
through another screen door. Yet although the human
eye filters the world through a matrix, it rarely
produces aliasing, and that is why engineers try to
copy its powers.
The trick is to find out how the eye ignores
extraneous information without overburdening its
sampling mechanism. The world’s television standards
have been designed according to this biomimetic strategy.
Analog color encoding schemes in both the NTSC
color TV and the JPEG/MPEG standards resemble the
eye in that they break an image into a luminance
channel, which conveys brightness, and two
chrominance channels, which convey color. Because
both of the chrominance channels are defined by
their difference from a third color, it is possible
to deduce that third color, which is needed to show
a full-color image. The only difference from the
human visual system lies in what is inferred. The
JPEG/MPEG technologies provide red and blue channels
and infer green; the human visual system provides
red versus green and yellow versus blue and infers
luminance. (NTSC is the National Television System
Committee, JPEG is the Joint Photographic Experts
Group, and MPEG is the Moving Picture Experts Group.)
In modern digital cameras, the image forms on a
charge-coupled device that contains an array of
photosites, each of which converts light into
electricity. Each photosite—regardless of the color
of the color filter array above it—maps to a
conventional, full-color, red-green-blue pixel.
Algorithms sample the array of photosites to produce
a signal that fits a different array—that of the
display. The success of the translation depends on
the sampling rate.
Sampling a signal can be compared to a person
running in the dark over a road with regularly
spaced bumps. If he takes small steps, he will
detect the shape of the bumps, but if he takes
longer steps, he will miss the bumps altogether or
misconstrue their form. The general rule is that
signal components more than half the sampling
frequency will produce aliasing; therefore, the
algorithm that assembles and interpolates pixels
will work only so long as the channel signals are
each less than half the original sampling frequency
for their color.
Chromatic
aliasing appears as color fringes around the edges
of objects. It was a problem in the earliest
algorithms that attempted to sample not pixels but
subpixels—the elements of which pixels are made.
Those early subpixel rendering algorithms used
filters based on decimation, a process of dropping
information in order to fit high-resolution data
into a lower-resolution format. Decimation works
moderately well in displaying coarse-grained images
in slow video, but when it tries to cram detailed,
fast-moving video into a coarse display—say, by
displaying NTSC TV resolution on a 240-by-320-pixel
color mosaic—it can produce chromatic aliasing.
Decimation is commonly used in viewfinders, where
the low quality doesn’t matter.
The next step in the development of the art of
subpixel rendering was taken by IBM Corp. display
engineers in 1988, when they reduced chromatic
aliasing with a filter that represented a group of
pixel values as a weighted average. In a later
development, Microsoft Corp., in Redmond, Wash.,
designed its ClearType font-rendering technology to
minimize aliasing with a system of filters that
accounted for the slight spatial displacement of all
red subpixels vis-å-vis the green ones and the green
ones vis-å-vis the blue ones.