Reverse Anti-Alaising


Starting out with a solid circle with a solid outline, we begin to buffer the inner contets of the circle with the outline.

• Now let us begin with a plain jane circle, and this time we are going to throw a black outline around it. remember that we are not AA'ing the circle into the background, so we are not going to cap the pixels as in the AA tutorial example.

Next, we are going to blend our light blue circle into our black pixel outline, and we are going to do so using the AA technique. So in this step what we have done is added a pixel buffer to cushion the transition of the black to light blue.


Repeating the previous step, a couple of times if necessary, we create a smooth blend between the outline and the inner contents of the circle. If you are shooting for a cartoony/cel shaded look, you do not have to do anything more.

• Next, pick a slightly lighter "buffer" tone than you did in the previous step, and begin to AA the light blue into the darker outlines by filling in the jagged regions of abrupt color change. After this step, depending on the darkness of the color you chose on the inside, this amount of blending may suffice.

If you have a much lighter value in the center, you might want to use one more buffer tone to blend with AA just a bit more to make it completely smooth. Note that if you stop at this step, you have a perfectly viable exampe of RevAA. You can stop here if youre going for a more cutesy, cartoon look in your sprite, or even if you wish to keep your sprite realistic, but want to give it a cell shaded feel, or a paper cut out feel, keep this dark outline around the complete perimeter to complete the effect.


Furthermore, to remove the "black outline" appearance, we are going to lighten up the outline, except in instances where the edges of the outline touch the background.

• many people do not appreciate the "outlined" style with sprites, for whatever reason, in which case we are going to now lighten up the outline. Use a shade that ws darker than your orignal buffer tone, but not quite black, and go ahead and lighten up the outline in all areas except where there is an edge which touches the background. If your image has different hues, you will have to pick individual hue tones to do this effect. Therefore, if you have a sprite you must do in under 16 colors, keep this in mind, because it will count for a large portion of your palette entries. Therefore , it would be wise to use the same tones used to make the internal details of your sprite for the RevAA process as well, to conserve colors.



Now your object/sprite will have great visibility ontop of any background, while appearing smooth in nature.

• this point, we have completed RevAA on a circle. Now this circle should be not only visible ontop of every background, but also appear to be rather smooth in nature. To test this, i have placed the circle which had no RevAA and our doctored up circle ontop of the same multi colored background to compare their visibility. The results appear to be obvious, and even if you posted it ontop of a black background, because we AA'ed the inner contents of that sprite to a black outline anyways, your sprite will still maintain a smooth appearance, making it ultimately smooth and visible ontop of every background.