What is path rendering?
What is path rendering? What is path rendering?
Path Rendering Example (3 of 3)Render star with non-zero fill styleStencil pathglStencilFillPathNV(pathObj, GL_COUNT_UP_NV, 0x1F);Cover pathglEnable(GL_STENCIL_TEST);glStencilFunc(GL_NOTEQUAL, 0, 0x1F);glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);glColor3f(0,1,0); // greenglCoverFillPathNV(pathObj, GL_BOUNDING_BOX_NV);Alternative: for even-odd fill styleJust program glStencilFunc differentlyglStencilFunc(GL_NOTEQUAL, 0, 0x1); // alternative masknon-zero fill styleeven-odd fill style
“Stencil, then Cover”Path Fill StencilingSpecify a pathSpecify arbitrary path transformationProjective (4x4) allowedDepth values can be generated fordepth testingSample accessibility determinedAccessibility can be limited by anyor all ofScissor test, depth test, stenciltest, view frustum, user-definedclip planes, sample mask, stipplepattern, and window ownershipWinding number w.r.t. thetransformed path is computedAdded to stencil value ofaccessible samplesstencil fillpath commandper-pathfill regionoperationsper-sampleoperationsFillstencilingspecificpathfront-endprojectivetransformclipping &scissoringwindow, depth& stencil testspath windingnumbercomputationstencilupdate:+, -, or invertpathobjectsampleaccessibilitystencilbuffer
- 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 37: Path Rendering Example (2 of 3)Init
- 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
- Page 73 and 74: SDK Example Walkthrough (3)pr_text_
- Page 75 and 76: ConclusionsGPU-acceleration of 2D r
- Page 77 and 78: More InformationBest drivers: OpenG
- Page 79: Other OpenGL-relatedNVIDIA Sessions
“Stencil, then Cover”Path Fill StencilingSpecify a <strong>path</strong>Specify arbitrary <strong>path</strong> transformationProjective (4x4) allowedDepth values can be generated fordepth testingSample accessibility determinedAccessibility can be limited by anyor all ofSc<strong>is</strong>sor test, depth test, stenciltest, view frustum, user-definedclip planes, sample mask, stipplepattern, and window ownershipWinding number w.r.t. thetransformed <strong>path</strong> <strong>is</strong> computedAdded to stencil value ofaccessible samplesstencil fill<strong>path</strong> commandper-<strong>path</strong>fill regionoperationsper-sampleoperationsFillstencilingspecific<strong>path</strong>front-endprojectivetransformclipping &sc<strong>is</strong>soringwindow, depth& stencil tests<strong>path</strong> windingnumbercomputationstencilupdate:+, -, or invert<strong>path</strong>objectsampleaccessibilitystencilbuffer