Random-access rendering of general vector graphics

8 years 11 months ago
Random-access rendering of general vector graphics
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...
Diego Nehab, Hugues Hoppe
Added 15 Dec 2010
Updated 15 Dec 2010
Type Journal
Year 2008
Where TOG
Authors Diego Nehab, Hugues Hoppe
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