Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficient clipping of arbitrary polygons
ACM Transactions on Graphics (TOG)
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Communications of the ACM
Reconstruction filters in computer-graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Filtering edges for gray-scale displays
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
A hidden surface algorithm for computer generated halftone pictures
A hidden surface algorithm for computer generated halftone pictures
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Resolution independent curve rendering using programmable graphics hardware
ACM SIGGRAPH 2005 Papers
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2006 Papers
How to Solve a Cubic Equation, Part 2: The 11 Case
IEEE Computer Graphics and Applications
Efficient magnification of bi-level textures
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Real-time rendering of textures with feature curves
ACM Transactions on Graphics (TOG)
Precise vector textures for real-time 3D rendering
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Patch-based image vectorization with automatic curvilinear feature alignment
ACM SIGGRAPH Asia 2009 papers
Rendering surface details with diffusion curves
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH 2010 papers
Technical Section: Real-time path-based surface detail
Computers and Graphics
Extrusion and revolution mapping
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2011 papers
An inexpensive bounding representation for offsets of quadratic curves
Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics
Diffusion curve textures for resolution independent texture mapping
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
GPU-accelerated path rendering
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A vectorial solver for free-form vector gradients
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Topographic map visualization from adaptively compressed textures
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
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.