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GPU-accelerated Path Rendering

机译:GPU加速的路径渲染

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摘要

For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths. We introduce a two-step “Stencil, then Cover” (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we explicitly decouple in our programming interface the stencil step to determine a path’s filled or stroked coverage from the subsequent cover step to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance—yet we go further to unify path rendering with OpenGL’s established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension.
机译:三十年来,与分辨率无关的2D标准(例如PostScript,SVG)一直依赖于基于CPU的算法来填充和绘制路径。图形硬件的进步很大程度上忽略了加速从路径渲染的与分辨率无关的2D图形。我们介绍了一个分为两步的“模具,然后覆盖”(StC)编程界面。我们基于GPU的方法基于使用模版缓冲区的曲线渲染的现有技术,但是我们在编程界面中明确地将模版步骤解耦,以从后续的覆盖步骤中确定路径的填充或描边覆盖范围,以光栅化旨在测试和重置的保守几何图形遮盖路径内的颜色样本时第一步的覆盖率确定。我们的目标是完整性,正确性,质量和性能-但是,我们将通过OpenGL建立的3D和着色管道进一步统一路径渲染。我们已经构建并产品化了我们的方法,以作为OpenGL扩展来加速路径渲染。

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