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dc.contributor.authorEllis, Apolloen_US
dc.contributor.authorHunt, Warrenen_US
dc.contributor.authorHart, Johnen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:51:45Z
dc.date.available2019-07-11T06:51:45Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13757
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13757
dc.description.abstractText is a crucial component of 3-D environments and virtual worlds for user interfaces and wayfinding. Implementing text using standard antialiased texture mapping leads to blurry and illegible writing which hinders usability and navigation. While supersampling removes some of these artifacts, distracting artifacts can still impede legibility, especially for recent high-resolution head-mounted displays. We propose an analytic antialiasing technique that efficiently computes the coverage of text glyphs, over pixel footprints, designed to run at real-time rates. It decomposes glyphs into piecewise-biquadratics and trapezoids that can be quickly area-integrated over a pixel footprint to provide crisp legible antialiased text, even when mapped onto an arbitrary surface in a 3-D virtual environment.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectantialiasing
dc.subjectfont rendering
dc.subjecttext rendering
dc.subjectanalytic rendering CCS Concepts
dc.subjectComputer graphics
dc.subjectImage manipulation
dc.subjectAnti
dc.subjectaliasing
dc.titleReal-Time Analytic Antialiased Text for 3-D Environmentsen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersRendering
dc.description.volume38
dc.description.number8
dc.identifier.doi10.1111/cgf.13757
dc.identifier.pages23-32


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