51 ms·
The hard bit isn't the drawing of the vectors - it's the conversion from vectors to triangles (triangulation) it's non-trivial and can be slow for complex (and
by sambeau 13y ago
The hard bit isn't the drawing of the vectors - it's the conversion from vectors to triangles (triangulation) it's non-trivial and can be slow for complex (and complexly filled shapes).
- vanderZwan 13y agoThe NVIDIA solution is to not have to do that: http://www.youtube.com/watch?v=0IDyZof2pRI http://www.youtube.com/watch?v=0IDyZof2pRI (for those interested in the technical details of the NVIDIA thing, this is a lecture explaining it in detail). EDIT: He explains in more detail in the first two minutes of part two: http://www.youtube.com/watch?v=PitV33ex5U4 http://www.youtube.com/watch?v=PitV33ex5U4
- sambeau 13y agoFascinating. I didn't know about this. I've been out of this game for a while. That looks great. I wish we'd had it back when I was working on a GPU XAML renderer. Thanks!
- sambeau 13y agoReading this they talk about "baking" into a resolution independent form. That sounds very much like triangulation to me. If not, what is it? http://www.slideshare.net/Mark_Kilgard/nvpathrendering-frequently-asked-questions http://www.slideshare.net/Mark_Kilgard/nvpathrendering-frequ... (Q. 37)
- sambeau 13y agohttp://de.slideshare.net/Mark_Kilgard/gpuaccelerated-path-rendering http://de.slideshare.net/Mark_Kilgard/gpuaccelerated-path-re... This looks more sophisticated than the kind of tessellation I'm used to but they still have triangle fans!