Charles Loop and James F. Blinn
We present a method for resolution independent rendering of paths and bounded regions, defined by quadratic and cubic spline curves, that leverages the parallelism of programmable graphics hardware to achieve high performance. A simple implicit equation for a parametric curve is found in a space that can be thought of as an analog to texture space. The image of a curve’s B´ezier control points are found in this space and assigned to the control points as texture coordinates. When the triangle(s) corresponding to the B´ezier curve control hull are rendered, a pixel shader program evaluates the implicit equation for a pixel’s interpolated texture coordinates to determine an inside/outside test for the curve. We extend our technique to handle anti-aliasing of boundaries. We also construct a vector image from mosaics of triangulated B´ezier control points and show how to deform such images to create resolution independent texture on three dimensional objects.
In July 2005 Transactions on Graphics (TOG) Volume 24 Issue 3 (Siggraph 2005)
Publisher Association for Computing Machinery, Inc.
Copyright © 2005 by the Association for Computing Machinery, Inc. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Publications Dept, ACM Inc., fax +1 (212) 869-0481, or firstname.lastname@example.org. The definitive version of this paper can be found at ACM’s Digital Library --http://www.acm.org/dl/.