Texture-based Rendering of Vector-based Shapes

Master Thesis (2018)
Author(s)

J.B. van Velzen (TU Delft - Electrical Engineering, Mathematics and Computer Science)

Contributor(s)

E Eisemann – Mentor

F Baart – Mentor

M. Verlaan – Graduation committee member

Faculty
Electrical Engineering, Mathematics and Computer Science
Copyright
© 2018 Jan-Willem van Velzen
More Info
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Publication Year
2018
Language
English
Copyright
© 2018 Jan-Willem van Velzen
Graduation Date
15-03-2018
Awarding Institution
Delft University of Technology
Related content

Source code

http://zenodo.org/record/1168950
Faculty
Electrical Engineering, Mathematics and Computer Science
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Abstract

Vector-based graphics are not directly compatible with the raster-based structure of dedicated graphics hardware. They suffer from a locality problem where, in order to check if a specific display pixel lies inside or outside the shape, the entire shape needs to be taken into account. This negates the advantage that the graphics pipeline’s parallel rendering structure offers. Current solutions rasterize vector graphics into a discrete raster-based texture in an extra render pass, every time the required texture resolution changes.
This work presents an approach to store vector-based shapes into discrete raster-based textures, optimized for parallel rendering. This is done by encoding the shape as piece-wise cubic Bézier curves, structured in a quad-tree. Additional data is added to remove aliasing effects in case of minification. These textures are then rendered by a custom fragment shader.
This work discusses the implementation of both the serialization and deserialization steps, as well as rendering regular vector shapes with a comparable quality.

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