What is path rendering?
What is path rendering? What is path rendering?
GPU AdvantagesFast, quality filteringMipmapping of gradient color ramps essentially freeIncludes anisotropic filtering (up to 16x)Filtering is post-conversion from sRGBFull access to programmable shadingNo fixed palette of solid color / gradient / pattern brushesBump mapping, shadow mapping, etc.—it’s all available to youBlendingSupports native blending in sRGB color spaceBoth colors converted to linear RGBThen result is converted stored as sRGBFreely mix 3D and path rendering in same framebufferPath rendering buffer can be depth tested against 3DSo can 3D rendering be stenciled against path renderingObviously performance is MUCH better than CPUs
Improved Color Space:sRGB Path RenderingModern GPUs have native support forperceptually-correct forsRGB framebuffer blendingsRGB texture filteringNo reason to tolerate uncorrected linear RGBcolor artifacts!More intuitive for artists to controlNegligible expense for GPU to performsRGB-correct renderingHowever quite expensive for software pathrenderers to perform sRGB renderingNot done in practiceRadial color gradient examplemoving from saturated red to blue linear RGBtransition between saturatedred and saturated blue hasdark purple region sRGBperceptually smoothtransition from saturatedred to saturated blue
- 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 and 60: Arbitrary Programmable GPU Shading
- Page 61 and 62: Anti-aliasing DiscussionGood anti-a
- Page 63: RealFlashScenesame scene, GPU-rende
- 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
Improved Color Space:sRGB Path RenderingModern GPUs have native support forperceptually-correct forsRGB framebuffer blendingsRGB texture filteringNo reason to tolerate uncorrected linear RGBcolor artifacts!More intuitive for art<strong>is</strong>ts to controlNegligible expense for GPU to performsRGB-correct <strong>rendering</strong>However quite expensive for software <strong>path</strong>renderers to perform sRGB <strong>rendering</strong>Not done in practiceRadial color gradient examplemoving from saturated red to blue linear RGBtransition between saturatedred and saturated blue hasdark purple region sRGBperceptually smoothtransition from saturatedred to saturated blue