Re: GPU based Resolution Independent Curve Rendering
Posted by
Rami Santina on
Apr 02, 2011; 5:01pm
URL: https://forum.jogamp.org/GPU-based-Resolution-Independent-Curve-Rendering-tp2764277p2767720.html
>> Are you using a tesselator to decompose the glyphs into triangles? Or a pixel shader to rasterize the curves directly? Or something else entirely?
well a combination of both,
the outlines of the glyphs are tessellated (delaunay triangulation)
but without adding any additional vertices (assuming u meant subdivision to get close to the curved shape).
Then boundary triangles where one of the vertices is off-curve go thru a pixel shader where the curve func is "computed" and a fragment is either in the region (colored)
or out (discarded), and the "near" curve are AA'd wrt the distance to the curve. Thus getting the resolution independence :)
ie, zooming, rotation,...etc doesn't require any cpu processing...
Cheers,