GPU-accelerated path rendering
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths. We introduce a two-step &q...
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Veröffentlicht in: | ACM transactions on graphics 2012-11, Vol.31 (6), p.1-10 |
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creator | Kilgard, Mark J. Bolz, Jeff |
description | For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths.
We introduce a two-step "Stencil, then Cover" (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we
explicitly
decouple in our programming interface the
stencil step
to determine a path's filled or stroked coverage from the subsequent
cover step
to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance---yet we go further to unify path rendering with OpenGL's established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension. |
doi_str_mv | 10.1145/2366145.2366191 |
format | Article |
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We introduce a two-step "Stencil, then Cover" (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we
explicitly
decouple in our programming interface the
stencil step
to determine a path's filled or stroked coverage from the subsequent
cover step
to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance---yet we go further to unify path rendering with OpenGL's established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension.</description><identifier>ISSN: 0730-0301</identifier><identifier>EISSN: 1557-7368</identifier><identifier>DOI: 10.1145/2366145.2366191</identifier><language>eng</language><subject>Algorithms</subject><ispartof>ACM transactions on graphics, 2012-11, Vol.31 (6), p.1-10</ispartof><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c274t-9a26355f56129ed3fdc73e58a15df228a94c240a67aba7c6a4152bcb669188e13</citedby><cites>FETCH-LOGICAL-c274t-9a26355f56129ed3fdc73e58a15df228a94c240a67aba7c6a4152bcb669188e13</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,777,781,27905,27906</link.rule.ids></links><search><creatorcontrib>Kilgard, Mark J.</creatorcontrib><creatorcontrib>Bolz, Jeff</creatorcontrib><title>GPU-accelerated path rendering</title><title>ACM transactions on graphics</title><description>For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths.
We introduce a two-step "Stencil, then Cover" (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we
explicitly
decouple in our programming interface the
stencil step
to determine a path's filled or stroked coverage from the subsequent
cover step
to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance---yet we go further to unify path rendering with OpenGL's established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension.</description><subject>Algorithms</subject><issn>0730-0301</issn><issn>1557-7368</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2012</creationdate><recordtype>article</recordtype><recordid>eNotkEtLw0AUhQdRMEbX7qRLN2nnzuNOZilFq1DQhV0PN5OJRtImzqQL_719BA58m8Ph8DF2D3wOoPRCSMQD5ydauGAZaG0KI7G8ZBk3khdccrhmNyn9cM5RKczYw-pjU5D3oQuRxlDPBhq_ZzHs6hDb3dctu2qoS-FuYs42L8-fy9di_b56Wz6tCy-MGgtLAqXWjUYQNtSyqb2RQZcEum6EKMkqLxQnNFSR8UgKtKh8hWihLAPInD2ed4fY_-5DGt22TYdTHe1Cv08ONEcp7TE5W5yrPvYpxdC4IbZbin8OuDuacJMJN5mQ_5s0Tfo</recordid><startdate>201211</startdate><enddate>201211</enddate><creator>Kilgard, Mark J.</creator><creator>Bolz, Jeff</creator><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>201211</creationdate><title>GPU-accelerated path rendering</title><author>Kilgard, Mark J. ; Bolz, Jeff</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c274t-9a26355f56129ed3fdc73e58a15df228a94c240a67aba7c6a4152bcb669188e13</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2012</creationdate><topic>Algorithms</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Kilgard, Mark J.</creatorcontrib><creatorcontrib>Bolz, Jeff</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>ACM transactions on graphics</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Kilgard, Mark J.</au><au>Bolz, Jeff</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>GPU-accelerated path rendering</atitle><jtitle>ACM transactions on graphics</jtitle><date>2012-11</date><risdate>2012</risdate><volume>31</volume><issue>6</issue><spage>1</spage><epage>10</epage><pages>1-10</pages><issn>0730-0301</issn><eissn>1557-7368</eissn><abstract>For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths.
We introduce a two-step "Stencil, then Cover" (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we
explicitly
decouple in our programming interface the
stencil step
to determine a path's filled or stroked coverage from the subsequent
cover step
to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance---yet we go further to unify path rendering with OpenGL's established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension.</abstract><doi>10.1145/2366145.2366191</doi><tpages>10</tpages></addata></record> |
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subjects | Algorithms |
title | GPU-accelerated path rendering |
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