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Stencil-and-cover approaches like NV_path_rendering have a lot of drawbacks like documented below, but probably biggest of all, they're still mostly just doing
by Jasper_ 6y ago
Stencil-and-cover approaches like NV_path_rendering have a lot of drawbacks like documented below, but probably biggest of all, they're still mostly just doing the tessellation on CPU. A lot of the important things, like winding mode calculations, are handled on the CPU. Modern research is looking for ways out of that.
- Lichtso 6y agoActually, they calculate the winding per fragment on the GPU [0]. They require polygon tessellation only for stroking (which has no winding rule). The downside of their approach is that it is memory bandwidth limited, precisely because it does the winding on the GPU instead of using CPU tessellation to avoid overlap / overdraw. Curve filling is pretty much solved with implicit curves, stencil-and-cover or scanline-intersection-sort approaches (all of which can be done in a GPU only fashion). Stroking is where things could still improve a lot as it is almost always approximated by polygons. [0]: https://developer.nvidia.com/gpu-accelerated-path-rendering https://developer.nvidia.com/gpu-accelerated-path-rendering