We present an algorithm to accelerate resolution independent curve rendering on mobile GPUs. Recent trends in graphics hardware have created a plethora of compressed texture formats specific to GPU manufacturers. However, certain implementations of platform independent path rendering require generating grayscale textures on the CPU containing the extent that each pixel is covered by the curve. In this paper, we demonstrate that generating a compressed grayscale texture prior to uploading it to the GPU creates faster rendering times in addition to the memory savings. We implement a real-time compression technique for coverage masks and compare our results against the GPU-based implementation of the highly optimized Skia rendering library. We...
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precomput...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D s...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
In the last two decades, a new class of rendering methods called image-based rendering has emerged a...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
Modern GPUs supporting compressed textures allow interactive application developers to save scarce G...
Ray tracing on GPUs is an area of ongoing research. GPUs are well suited for this parallel rendering...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
Just as image data compression is designed to save space while preserving the essence of an image, w...
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precomput...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D s...
For the past few decades, graphics hardware has supported mapping a two dimensional image, or textur...
Figure 1: Our streaming compression algorithm reduces the memory usage and shading costs associated ...
Modern graphics hardware pipelines create photorealistic images with high geometric complexity in re...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
In the last two decades, a new class of rendering methods called image-based rendering has emerged a...
The primary goal of computer graphics is to create images by rendering a scene under two constraints...
Modern GPUs supporting compressed textures allow interactive application developers to save scarce G...
Ray tracing on GPUs is an area of ongoing research. GPUs are well suited for this parallel rendering...
We present a geometry compression scheme for restricted quadtree meshes and use this scheme for the ...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Video games and simulators commonly use very detailed textures, whose cumulative size is often large...
Just as image data compression is designed to save space while preserving the essence of an image, w...
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precomput...
Computer generated imagery is vital to the entertainment industry in the production of games and fil...
We discuss our experience in creating scalable systems for distributing and rendering gigantic 3D s...