What is path rendering?
What is path rendering? What is path rendering?
First-class, Resolution-independentFont SupportFonts are a standard, first-class part of all path rendering systemsForeign to 3D graphics systems such as OpenGL and Direct3D, but natural forpath renderingBecause letter forms in fonts have outlines defined with pathsTrueType, PostScript, and OpenType fonts all use outlines to specify glyphsNV_path_rendering makes font support easyCan specify a range of path objects withA specified fontSequence or range of Unicode character pointsNo requirement for applications use font API to load glyphsYou can also load glyphs “manually” from your own glyph outlinesFunctionality provides OS portability and meets needs of applicationswith mundane font requirements
Handling Common Path RenderingFunctionality: FilteringGPUs are highly efficient at image filteringFast texture mappingMipmappingAnisotropic filteringWrap modesCPUs aren't really QtMoiréartifacts GPU Cairo
- 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 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: “Stencil, then Cover”Path Strok
- 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
First-class, Resolution-independentFont SupportFonts are a standard, first-class part of all <strong>path</strong> <strong>rendering</strong> systemsForeign to 3D graphics systems such as OpenGL and Direct3D, but natural for<strong>path</strong> <strong>rendering</strong>Because letter forms in fonts have outlines defined with <strong>path</strong>sTrueType, PostScript, and OpenType fonts all use outlines to specify glyphsNV_<strong>path</strong>_<strong>rendering</strong> makes font support easyCan specify a range of <strong>path</strong> objects withA specified fontSequence or range of Unicode character pointsNo requirement for applications use font API to load glyphsYou can also load glyphs “manually” from your own glyph outlinesFunctionality provides OS portability and meets needs of applicationswith mundane font requirements