GPU-Accelerated Path Rendering - Presentation - GTC 2012

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GPU-Accelerated Path Rendering - Presentation - GTC 2012

Arbitrary Programmable GPU Shading withPath Rendering• During the “cover” step, you can do arbitrary fragmentprocessing– Could be• Remember:• Fixed-function fragment processing• OpenGL assembly programs• Cg shaders compiled to assembly with Cg runtime• OpenGL Shading Language (GLSL) shaders• Your pick—they all work!– Your vertex, geometry, & tessellation shaders ignored during cover step• (Even your fragment shader is ignored during the “stencil” step)

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