Fast computation of generalized Voronoi diagrams using graphics hardware
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Prefiltered antialiased lines using half-plane distance functions
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Anti-Aliasing through the Use of Coordinate Transformations
ACM Transactions on Graphics (TOG)
The aliasing problem in computer-generated shaded images
Communications of the ACM
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Filtering edges for gray-scale displays
SIGGRAPH '81 Proceedings of the 8th annual conference on Computer graphics and interactive techniques
The use of grayscale for improved raster display of vectors and characters
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Synthetic texturing using digital filters
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
ACM SIGGRAPH 2004 Papers
Metaprogramming GPUs with Sh
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Spectrum-based rendering using programmable graphics hardware
Proceedings of the 21st spring conference on Computer graphics
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2006 Papers
Improved alpha-tested magnification for vector textures and special effects
ACM SIGGRAPH 2007 courses
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
Advanced virtual texture topics
ACM SIGGRAPH 2008 Games
Random-access rendering of general vector graphics
ACM SIGGRAPH Asia 2008 papers
Design of information landscapes for cultural heritage content
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Rendering surface details with diffusion curves
ACM SIGGRAPH Asia 2009 papers
Scalable realtime glyph rendering on consumer level graphics hardware: a hybrid approach
VIIP '07 The Seventh IASTED International Conference on Visualization, Imaging and Image Processing
K-clustered tensor approximation: A sparse multilinear model for real-time rendering
ACM Transactions on Graphics (TOG)
Diffusion curve textures for resolution independent texture mapping
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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We present a vector graphics representation suitable for real-time rendering on GPUs. Our representation can be used in place of a texture map, and renders precise antialiased edges at any magnification. A combination of texture data and procedural computation is used to evaluate an exact signed distance to a contour and its gradient. An optimized uniform grid accelerator is created using Voronoi analysis and redundancy elimination, so only the distances to a small constant number of features need be computed at every access. Contours and sharp features can be exactly reconstructed using a constant amount of computation per pixel. Our representation supports inexpensive high-quality anisotropic antialiasing as well as special effects such as outlining (with both rounded and sharp miters) and embossing.We have applied our representation to the important application of glyph rendering. Variations in glyph complexity are handled by storing different glyphs at different grid resolutions. Large blocks of glyphs can be rendered efficiently with a single indirection through an index texture.