GPU-Accelerated Path Rendering - Presentation - GTC 2012
GPU-Accelerated Path Rendering - Presentation - GTC 2012
GPU-Accelerated Path Rendering - Presentation - GTC 2012
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The Approach• “Stencil, then Cover” (StC)• Map the path rendering task from a sequentialalgorithm…• …to a pipelined and massively parallel task• Break path rendering into two steps– First, “stencil” the path’s coverage into stencil buffer– Second, conservatively “cover” path• Test against path coverage determined in the 1 st step• Shade the path• And reset the stencil value to render next pathStep 1StencilrepeatStep 2:Cover