ACM Home Page
Please provide us with feedback. Feedback
Random-access rendering of general vector graphics
Full text MovMov (23:50),  PdfPdf (4.56 MB)
Source International Conference on Computer Graphics and Interactive Techniques archive
ACM SIGGRAPH Asia 2008 papers table of contents
Singapore
SESSION: Texture table of contents
Article No. 135  
Year of Publication: 2008
ISSN:0730-0301
Also published in ...
Authors
Diego Nehab  Microsoft Research
Hugues Hoppe  Microsoft Research
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 17,   Downloads (12 Months): 249,   Citation Count: 0
Additional Information:

abstract   references   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1457515.1409088
What is a DOI?

ABSTRACT

We introduce a novel representation for random-access rendering of antialiased vector graphics on the GPU, along with efficient encoding and rendering algorithms. The representation supports a broad class of vector primitives, including multiple layers of semitransparent filled and stroked shapes, with quadratic outlines and color gradients. Our approach is to create a coarse lattice in which each cell contains a variable-length encoding of the graphics primitives it overlaps. These cell-specialized encodings are interpreted at runtime within a pixel shader. Advantages include localized memory access and the ability to map vector graphics onto arbitrary surfaces, or under arbitrary deformations. Most importantly, we perform both prefiltering and supersampling within a single pixel shader invocation, achieving inter-primitive antialiasing at no added memory bandwidth cost. We present an efficient encoding algorithm, and demonstrate high-quality real-time rendering of complex, real-world examples.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
3
 
4
 
5
 
6
Goldman R., Sederberg T., and Anderson D. 1984. Vector elimination: A technique for the implicitization, inversion, and intersection of planar parametric rational polynomial curves. CAGD 1, 327--356.
7
8
 
9
Heckbert P. 1989. Fundamentals of texture mapping and image warping. M.S. Thesis, UC Berkeley, Dept of EECS.
 
10
Laine S., and Aila T. 2006. A weighted error metric and optimization method for antialiasing patterns. Eurographics, 83--94.
11
12
13
14
15
 
16
Nehab D., and Hoppe H. 2007. Texel programs for random-access antialiased vector graphics. Microsoft Research Technical Report MSR-TR-2007-95, July 2007.
17
18
19
 
20
Ramanarayanan G., Bala K., and Walter B. 2004. Feature-based textures. Symposium on Rendering, 65--73.
 
21
Ray N., Cavin X., and Lévy B. 2005. Vector texture maps on the GPU. Technical Report ALICE-TR-05-003.
 
22
Persson E. 2007. Selective supersampling. Shader X5, 177--183.
23
24
 
25
Stokes M., Anderson M., Chandrasekar S. and Motta R. 1996. A standard default color space for the Internet -- sRGB http://www.w3.org/Graphics/Color/sRGB.html
26
 
27
Tarini M., and Cignoni P. 2005. Pinchmaps: Textures with customizable discontinuities. Eurographics, 557--568.
 
28
Tumblin J., and Choudhury P. 2004. Bixels: Picture samples with sharp embedded boundaries. Symposium on Rendering, 186--194.
 
29
 
30

Collaborative Colleagues:
Diego Nehab: colleagues
Hugues Hoppe: colleagues