What is path rendering?
What is path rendering? What is path rendering?
3D Path Rendering DetailsStencil step usesGLfloat slope = -0.05;GLint bias = -1;glPathStencilDepthOffsetNV(slope, bias);glDepthFunc(GL_LESS);glEnable(GL_DEPTH_TEST);Stenciling step usesglPathCoverDepthFuncNV(GL_ALWAYS);ObservationStencil step is testing—but not writing—depthStencil won’t be updated if stencil step fails depth test at a sampleCover step is writing—but not testing—depthCover step doesn’t need depth test because stencil test would only pass if prior stencilstep’s depth test passedTricky, but neat because minimal mode changes involved
Without glPathStencilDepthOffsetBad Things HappenEach tiger is layered 240 pathsWithout the depth offset during the stencil step, all the—essentially co-planar—layers wouldZ-fight as shown belowterrible z-fighting artifacts
- 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 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: Demo
- 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
3D Path Rendering DetailsStencil step usesGLfloat slope = -0.05;GLint bias = -1;glPathStencilDepthOffsetNV(slope, bias);glDepthFunc(GL_LESS);glEnable(GL_DEPTH_TEST);Stenciling step usesglPathCoverDepthFuncNV(GL_ALWAYS);ObservationStencil step <strong>is</strong> testing—but not writing—depthStencil won’t be updated if stencil step fails depth test at a sampleCover step <strong>is</strong> writing—but not testing—depthCover step doesn’t need depth test because stencil test would only pass if prior stencilstep’s depth test passedTricky, but neat because minimal mode changes involved