Random-Access Rendering of General Vector Graphics
Diego Nehab, Hugues Hoppe
In ACM Transactions on Graphics, 27(5), December 2008.
Abstract: We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple layers of semitransparent filled and stroked shapes, with quadratic outlines and color gradients. Our approach is to create a coarse lattice in which each cell contains a variable-length encoding of the graphics primitives it overlaps. These cell-specialized encodings are interpreted at runtime within a pixel shader. Advantages include localized memory access and the ability to map vector graphics onto arbitrary surfaces, or under arbitrary deformations. Most importantly, we perform both prefiltering and supersampling within a single pixel shader invocation, achieving inter-primitive antialiasing at no added memory bandwidth cost. We present an efficient encoding algorithm, and demonstrate high-quality realtime rendering of complex, real-world examples.
@article{Nehab:2008:RRO,
author = {Diego Nehab and Hugues Hoppe},
title = {Random-Access Rendering of General Vector Graphics},
journal = {ACM Transactions on Graphics},
volume = {27},
number = {5},
pages = {135:1--135:10},
month = dec,
year = {2008},
}
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