What is path rendering?
What is path rendering? What is path rendering?
Path Rendering Example (2 of 3)InitializationClear the stencil buffer to zero and the color buffer to blackglClearStencil(0);glClearColor(0,0,0,0);glStencilMask(~0);glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);Specify the Path's TransformglMatrixIdentityEXT(GL_PROJECTION);glMatrixOrthoEXT(GL_MODELVIEW, 0,200, 0,200, -1,1); // uses DSA!Nothing really specific to path rendering hereDSA = OpenGL’s Direct State Access extension (EXT_direct_state_access)
- 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 22 and 23: What is NV_path_rendering?OpenGL ex
- 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 38 and 39: Path Rendering Example (3 of 3)Rend
- Page 40 and 41: “Stencil, then Cover”Path Fill
- Page 42 and 43: “Stencil, then Cover”Path Strok
- Page 44 and 45: First-class, Resolution-independent
- Page 46 and 47: Handling Uncommon Path RenderingFun
- Page 48 and 49: Path Geometric QueriesglIsPointInFi
- Page 50 and 51: Mixing Depth Buffering andPath Rend
- Page 52 and 53: 3D Path Rendering DetailsStencil st
- Page 54 and 55: Path Transformation ProcessPathobje
- Page 56 and 57: Path Rendering Works withScissoring
- Page 58 and 59: Complex Clipping Exampletiger is 24
- Page 60 and 61: Example of Bump Mapping onPath Rend
- Page 62 and 63: Anti-aliasing Strategy BenefitsBene
- Page 64 and 65: GPU AdvantagesFast, quality filteri
- Page 66 and 67: Trying Out NV_path_renderingOperati
- Page 68 and 69: NV_path_rendering SDK ExamplesA set
- Page 70 and 71: Whitepapers“Mixing 3D and Path Re
- Page 72 and 73: SDK Example Walkthrough (2)pr_font_
- Page 74 and 75: SDK Example Walkthrough (4)pr_tiger
- Page 76 and 77: Questions?
- Page 78 and 79: Don’t Forget the 20 th Anniversar
Path Rendering Example (2 of 3)InitializationClear the stencil buffer to zero and the color buffer to blackglClearStencil(0);glClearColor(0,0,0,0);glStencilMask(~0);glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);Specify the Path's TransformglMatrixIdentityEXT(GL_PROJECTION);glMatrixOrthoEXT(GL_MODELVIEW, 0,200, 0,200, -1,1); // uses DSA!Nothing really specific to <strong>path</strong> <strong>rendering</strong> hereDSA = OpenGL’s Direct State Access extension (EXT_direct_state_access)