Compressed coverage masks for path rendering on mobile GPUs
Pavel Krajcevski, Dinesh Manocha
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, 2015, pp. 101--108.
Abstract: We present an algorithm to accelerate resolution independent curve rendering on mobile GPUs. The bottleneck for certain platform independent GPU implementations is in generating grayscale textures on the CPU containing the amount that each pixel is covered by the curve. In this paper, we demonstrate that generating a compressed grayscale texture prior to uploading it to the GPU creates faster rendering times in addition to the memory savings. We implement a real-time compression technique for coverage masks and compare our results against the GPU-based implementation of the highly optimized Skia rendering library. We observe up to a 2X speed improvement over the existing GPU-based methods in addition to up to a 9:1 improvement in GPU memory gains. We demonstrate the performance on multiple mobile platforms.
@inproceedings{10.1145-2699276.2699291,
author = {Pavel Krajcevski and Dinesh Manocha},
title = {Compressed coverage masks for path rendering on mobile GPUs},
booktitle = {Proceedings of the 19th Symposium on Interactive 3D Graphics and Games},
pages = {101--108},
year = {2015},
}
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