Resolution independent curve rendering using programmable graphics hardware

Charles T. Loop, J. Blinn
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引用次数: 129

Abstract

We present a method for resolution independent rendering of paths and bounded regions, defined by quadratic and cubic spline curves, that leverages the parallelism of programmable graphics hardware to achieve high performance. A simple implicit equation for a parametric curve is found in a space that can be thought of as an analog to texture space. The image of a curve's Bézier control points are found in this space and assigned to the control points as texture coordinates. When the triangle(s) corresponding to the Bézier curve control hull are rendered, a pixel shader program evaluates the implicit equation for a pixel's interpolated texture coordinates to determine an inside/outside test for the curve. We extend our technique to handle anti-aliasing of boundaries. We also construct a vector image from mosaics of triangulated Bézier control points and show how to deform such images to create resolution independent texture on three dimensional objects.
分辨率独立的曲线渲染使用可编程的图形硬件
我们提出了一种由二次和三次样条曲线定义的路径和有界区域的分辨率独立渲染方法,该方法利用可编程图形硬件的并行性来实现高性能。参数曲线的一个简单的隐式方程可以在一个空间中找到,可以被认为是一个类似于纹理空间的空间。在这个空间中找到曲线的bsamzier控制点的图像,并将其分配给控制点作为纹理坐标。当与bsamzier曲线控制壳相对应的三角形被渲染时,像素着色程序计算像素插值纹理坐标的隐式方程,以确定曲线的内/外测试。我们扩展了我们的技术来处理边界的抗混叠。我们还构建了一个矢量图像,从三角bsamizier控制点的马赛克,并展示了如何变形这样的图像,以创建三维对象上的分辨率独立的纹理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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