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dc.contributor.authorPatow, Gustavoen_US
dc.contributor.editorMateu Sbert and Jorge Lopez-Morenoen_US
dc.date.accessioned2015-07-01T06:29:01Z
dc.date.available2015-07-01T06:29:01Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.2312/ceig.20151204en_US
dc.description.abstractOne common problem of raster images when used as textures is its resolution dependence, which could produce artifacts such as blurring. On the contrary, vector graphics are resolution independent, and their direct use for real-time texture mapping would be desirable to avoid sampling artifacts. Usually, they composite images from layers of paths and strokes defined with different kinds of lines. Here I present a simple yet powerful technique for representing vector graphics as textures that organizes the graphic into a coarse grid of cells, structuring each cell into simple cell-sized BSP trees, evaluated at runtime within a pixel shader. Advantages include coherent low-bandwidth memory access and, although my implementation is limited to polygonal shapes, the ability to map general vector graphics onto arbitrary surfaces. A fast construction algorithm is presented, and the space and time efficiency of the representation are demonstrated on many practical examples.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEasy Going Vector Graphics as Textures on the GPUen_US
dc.description.seriesinformationSpanish Computer Graphics Conference (CEIG)en_US
dc.description.sectionheadersArt & Sketchingen_US
dc.identifier.doi10.2312/ceig.20151204en_US
dc.identifier.pages91-94en_US


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  • CEIG15
    ISBN 978-3-905674-92-7

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