Random-access rendering of general vector graphics

  • Authors:
  • Diego Nehab;Hugues Hoppe

  • Affiliations:
  • Microsoft Research;Microsoft Research

  • Venue:
  • ACM SIGGRAPH Asia 2008 papers
  • Year:
  • 2008

Quantified Score

Hi-index 0.00

Visualization

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.