What is path rendering?
What is path rendering? What is path rendering?
What is NV_path_rendering?OpenGL extension to GPU-accelerate path renderingUses “stencil, then cover” (StC) approachCreate a path objectStep 1: “Stencil” the path object into the stencil bufferGPU provides fast stenciling of filled or stroked pathsStep 2: “Cover” the path object and stencil test against its coverage stenciled by theprior stepApplication can configure arbitrary shading during the stepMore details laterSupports the union of functionality of all major path rendering standardsIncludes all stroking embellishmentsIncludes first-class text and font supportAllows functionality to mix with traditional 3D and programmable shading
1100x1100ConfigurationGPU: GeForce 480 GTX (GF100)CPU: Core i7 950 @ 3.07 GHzNV_path_renderingCompared to AlternativesWith Release 300 driver NV_path_renderingAlternative APIs rendering same content2,000.002,000.001,800.001,600.001,400.001,800.001,600.001,400.001,200.001,000.00800.00600.00CairoQtSkia BitmapSkia Ganesh FBO (16x)Skia Ganesh Aliased (1x)Direct2D GPUDirect2D WARP400.00200.00--100x100200x200300x300400x400500x500600x600700x700800x800900x9001000x1000Frames per second1,200.001,000.00800.00600.0016x8x4x2x1xAlternative approachesare all much slower400.00200.00100x100200x200300x300400x400500x500600x600700x700800x800900x9001000x10001100x1100Frames per secondWindow Resolution in PixelsWindow Resolution in Pixels
- Page 3: Mark KilgardPrincipal System Softwa
- Page 6 and 7: Data visualization
- Page 8 and 9: Physics simulationCUDA N-Body
- Page 10 and 11: Training
- Page 12 and 13: Impressive stuff
- Page 14 and 15: Can GPUs render & improve the immer
- Page 16 and 17: Seminal Path Rendering PaperJohn Wa
- Page 18 and 19: Live DemoClassic PostScript content
- Page 20 and 21: 3D Rendering vs. Path RenderingChar
- Page 24 and 25: Detail on AlternativesSame results,
- Page 26 and 27: GeForce 650 (Kepler) Results0.101.0
- Page 28 and 29: NV_path_rendering is more than just
- Page 30 and 31: Path Filling and Strokingjust filli
- Page 32 and 33: Excellent Geometric Fidelity for St
- Page 34 and 35: Pixel pipelineVertex pipelinePath p
- Page 37 and 38: Path Rendering Example (2 of 3)Init
- Page 39 and 40: “Stencil, then Cover”Path Fill
- Page 41 and 42: Adding Stroking to the StarAfter th
- Page 43 and 44: “Stencil, then Cover”Path Strok
- Page 45 and 46: Handling Common Path RenderingFunct
- Page 47 and 48: Projective Path Rendering Support C
- Page 49 and 50: Accessible Samples of a Transformed
- Page 51 and 52: Demo
- Page 53 and 54: Without glPathStencilDepthOffsetBad
- Page 55 and 56: Clip Planes Work with Path Renderin
- Page 57 and 58: Rendering Paths Clipped toSome Othe
- Page 59 and 60: Arbitrary Programmable GPU Shading
- Page 61 and 62: Anti-aliasing DiscussionGood anti-a
- Page 63 and 64: RealFlashScenesame scene, GPU-rende
- Page 65 and 66: Improved Color Space:sRGB Path Rend
- Page 67 and 68: Learning NV_path_renderingWhite pap
- Page 69 and 70: Whitepapers“Getting Started with
- Page 71 and 72: SDK Example Walkthrough (1)pr_basic
<strong>What</strong> <strong>is</strong> NV_<strong>path</strong>_<strong>rendering</strong>?OpenGL extension to GPU-accelerate <strong>path</strong> <strong>rendering</strong>Uses “stencil, then cover” (StC) approachCreate a <strong>path</strong> objectStep 1: “Stencil” the <strong>path</strong> object into the stencil bufferGPU provides fast stenciling of filled or stroked <strong>path</strong>sStep 2: “Cover” the <strong>path</strong> object and stencil test against its coverage stenciled by theprior stepApplication can configure arbitrary shading during the stepMore details laterSupports the union of functionality of all major <strong>path</strong> <strong>rendering</strong> standardsIncludes all stroking embell<strong>is</strong>hmentsIncludes first-class text and font supportAllows functionality to mix with traditional 3D and programmable shading