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[Gzz-commits] manuscripts/AGPU fonts.txt irregu.txt paper.txt


From: Janne V. Kujala
Subject: [Gzz-commits] manuscripts/AGPU fonts.txt irregu.txt paper.txt
Date: Wed, 09 Apr 2003 06:47:02 -0400

CVSROOT:        /cvsroot/gzz
Module name:    manuscripts
Changes by:     Janne V. Kujala <address@hidden>        03/04/09 06:47:01

Modified files:
        AGPU           : fonts.txt irregu.txt paper.txt 

Log message:
        editing

CVSWeb URLs:
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/fonts.txt.diff?tr1=1.5&tr2=1.6&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/irregu.txt.diff?tr1=1.4&tr2=1.5&r1=text&r2=text
http://savannah.gnu.org/cgi-bin/viewcvs/gzz/manuscripts/AGPU/paper.txt.diff?tr1=1.8&tr2=1.9&r1=text&r2=text

Patches:
Index: manuscripts/AGPU/fonts.txt
diff -u manuscripts/AGPU/fonts.txt:1.5 manuscripts/AGPU/fonts.txt:1.6
--- manuscripts/AGPU/fonts.txt:1.5      Wed Apr  9 04:27:27 2003
+++ manuscripts/AGPU/fonts.txt  Wed Apr  9 06:47:01 2003
@@ -1,34 +1,49 @@
-- ROTATED TEXT
-- SMOOTHLY SCALED TEXT
+ISSUES:
+- do we need to even consider rendering each glyph using multiple 
+  primitives (obviously too slow)?
+- how much should we discuss the texel-character stuff?
+- what should we say about proportional fonts?
+
+
+GPU methods for text rendering
+==============================
 
 Although it has recently become a commodity, 3D hardware has found
 little use in business applications.  Rotated and smoothly scaled text
-enables new types of user interfaces.  However, mipmapping artifacts
-reduce readability: trilinear filtering blurs the font edges of
-rendered text.
+can enable new types of user interfaces.  However, mipmapping
+artifacts reduce readability: trilinear filtering blurs the font edges
+of rendered text.
 
 We present two approaches for using the GPU to enhance the appearance
-of mipmapped text: sharpening and subpixel rendering on LCDs.
+of mipmapped text: sharpening and subpixel rendering on LCDs.  We also
+present a method for efficiently rendering text strings stored in a
+texture (with each texel coding one character).
 
 Text sharpening works by applying a linear sharpening filter to the
 image using multiple texture accesses. Unfortunately, the sharpening
 increases aliasing artifacts with motion, which needs to be dealt
 with. One approach is fading off the sharpening as movement starts.
-The sharpening can be implemented with register combiners and
-LOD-biasing or with a fragment program.
+The sharpening can be implemented with a fragment program or with
+register combiners and LOD-biasing.
 
 Subpixel rendering uses the known ordering of the RGB sub-pixels of
 LCD displays for tripling the effective horizontal resolution of
 rendered black-and-white text. A fragment program can be used to
 implement the sub-pixel filtering.  It could also be possible to
-approximate the sub-pixel filtering on NV2X with three texture units,
-register combiners, and vertex programs for computing the
-sub-pixel-shifted texture coordinates. This would provide an
-opportunity for discussing 
-XXX
+obtain an approximation of the sub-pixel filtering on NV2X with three
+texture units, register combiners, and a vertex program for computing
+the sub-pixel-shifted texture coordinates, which would provide an
+opportunity for discussing homogeneous coordinate transformations.
+
+The rendering of text strings from texture uses offset texturing: each
+texel in the text texture stores the offset to the correct glyph in a
+font texture. The rendering time depends only on the rendered size of
+the text fragment and not on the number of individual characters.
 
-
-Although these two methods are well-known, we believe that their
+Although these methods are well-known, we believe that their
 real-time GPU implementation is novel.
 
+
 FIGS!!!
+- sharpening
+- sub-pixel rendering
\ No newline at end of file
Index: manuscripts/AGPU/irregu.txt
diff -u manuscripts/AGPU/irregu.txt:1.4 manuscripts/AGPU/irregu.txt:1.5
--- manuscripts/AGPU/irregu.txt:1.4     Tue Apr  8 03:52:42 2003
+++ manuscripts/AGPU/irregu.txt Wed Apr  9 06:47:01 2003
@@ -13,6 +13,14 @@
 the canvas would still *feel* like a window. The shape of the jagged
 edge must be tied to the location on the background[Fig.3].
 
+XXX: 
+- only need texture_env_add which is included in OpenGL 1.3
+- no more accuracy with NV10
+- less accuracy without texture_env_add (using horrible projective
+  color interpolation (which the spec does not require to be
+  implemented) hack to compensate the nonlinearity of texenv_modulate)
+- improved shapes?
+
 We show how the GPU can be used to accomplish this - this is the easy
 part and we can even do this on unextended OpenGL 1.3 (XXX jvk!),
 although the flexibility of the NV10 architecture allows us to obtain
@@ -23,6 +31,7 @@
 draw smoothly interpolated polygons with a different color inside and
 outside of the viewport. The pixel pipeline is coaxed to combining the
 interpolated value and the texture value into a single alpha value.
+--- XXX: is the previous sentence correct?.
 Because the alpha test is performed prior to the stencil test, we can
 create the shape by rejecting fragments with the alpha test and drawing
 the remaining shape into the stencil buffer.  Once the shape is in the
Index: manuscripts/AGPU/paper.txt
diff -u manuscripts/AGPU/paper.txt:1.8 manuscripts/AGPU/paper.txt:1.9
--- manuscripts/AGPU/paper.txt:1.8      Tue Apr  8 10:54:07 2003
+++ manuscripts/AGPU/paper.txt  Wed Apr  9 06:47:01 2003
@@ -1,3 +1,6 @@
+XXX: should we mention the submitted manuscript?
+XXX: how to get the (metapost) figs? Screenshots from gv?
+
 In this work, we are not using the GPU to try to obtain a specific
 appearance or effect.  Instead, we use the GPU to produce an infinite
 amount of different, novel textures, with the goal that they




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