What is path rendering?
What is path rendering? What is path rendering?
Example of Bump Mapping onPath Rendered TextPhrase “Brick wall!” is path rendered and bump mapped with a Cgfragment shaderlight source position
Anti-aliasing DiscussionGood anti-aliasing is a big deal for path renderingParticularly true for font rendering of small point sizesFeatures of glyphs are often on the scale of a pixel or lessNV_path_rendering uses multiple stencil samples per pixel for reasonableantialiasingOtherwise, image quality is poor4 samples/pixel bare minimum8 or 16 samples/pixel is pretty sufficientBut 16 requires expensive 2x2 supersampling of 4x multisampling16x is extremely memory intensiveAlternative: quality vs. performance tradeoffFast enough to render multiple passes to improve qualityApproachesAccumulation bufferAlpha accumulation
- 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 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: Arbitrary Programmable GPU Shading
- 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
Anti-aliasing D<strong>is</strong>cussionGood anti-aliasing <strong>is</strong> a big deal for <strong>path</strong> <strong>rendering</strong>Particularly true for font <strong>rendering</strong> of small point sizesFeatures of glyphs are often on the scale of a pixel or lessNV_<strong>path</strong>_<strong>rendering</strong> uses multiple stencil samples per pixel for reasonableantialiasingOtherw<strong>is</strong>e, image quality <strong>is</strong> poor4 samples/pixel bare minimum8 or 16 samples/pixel <strong>is</strong> pretty sufficientBut 16 requires expensive 2x2 supersampling of 4x mult<strong>is</strong>ampling16x <strong>is</strong> extremely memory intensiveAlternative: quality vs. performance tradeoffFast enough to render multiple passes to improve qualityApproachesAccumulation bufferAlpha accumulation