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vgmh
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5d9e1c42
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Commit
5d9e1c42
authored
1 year ago
by
Dorian Rudolph
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README.md
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@@ -63,10 +63,6 @@ During the project group, you will learn and apply the following skills:
## References
-
[LP05] Charles Loop and Jim Blinn. 2005. Resolution independent curve rendering using programmable graphics hardware. ACM Trans. Graph. 24, 3 (July 2005), 1000–1009. https://doi.org/10.1145/1073204.1073303
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[NH08] Diego Nehab and Hugues Hoppe. 2008. Random-access rendering of general vector graphics. ACM Trans. Graph. 27, 5, Article 135 (December 2008), 10 pages. https://doi.org/10.1145/1409060.1409088
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[GLFN14] Francisco Ganacim, Rodolfo S. Lima, Luiz Henrique de Figueiredo, and Diego Nehab. 2014. Massively-parallel vector graphics. ACM Trans. Graph. 33, 6, Article 229 (November 2014), 14 pages. https://doi.org/10.1145/2661229.2661274 https://w3.impa.br/~diego/projects/GanEtAl14/
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[LHZ16] Rui Li, Qiming Hou, and Kun Zhou. 2016. Efficient GPU path rendering using scanline rasterization. ACM Trans. Graph. 35, 6, Article 228 (November 2016), 12 pages. https://doi.org/10.1145/2980179.2982434 http://kunzhou.net/zjugaps/pathrendering/
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\end{frame}
\begin{frame}
\frametitle
{
Prior Work
}
\small
\begin{itemize}
\item
[LP05]
Charles Loop and Jim Blinn. 2005. Resolution independent curve rendering using programmable graphics hardware. ACM Trans. Graph. 24, 3 (July 2005), 1000–1009.
\url
{
https://doi.org/10.1145/1073204.1073303
}
\item
[NH08]
Diego Nehab and Hugues Hoppe. 2008. Random-access rendering of general vector graphics. ACM Trans. Graph. 27, 5, Article 135 (December 2008).
\url
{
https://doi.org/10.1145/1409060.1409088
}
\item
[GLFN14]
Francisco Ganacim, Rodolfo S. Lima, Luiz Henrique de Figueiredo, and Diego Nehab. 2014. Massively-parallel vector graphics. ACM Trans. Graph. 33, 6, Article 229 (November 2014).
\url
{
https://w3.impa.br/~diego/projects/GanEtAl14/
}
\item
[LHZ16]
Rui Li, Qiming Hou, and Kun Zhou. 2016. Efficient GPU path rendering using scanline rasterization. ACM Trans. Graph. 35, 6, Article 228 (November 2016).
\url
{
http://kunzhou.net/zjugaps/pathrendering/
}
\end{itemize}
\end{frame}
\begin{frame}
\frametitle
{
PG Research Plan
}
\onslide
<+->
{
How do the different rendering approaches compare?
}
\begin{itemize}
[<+->]
\item
CPU vs. Tesselation vs. Compute Shader
\begin{itemize}
\item
How to do AA in ``tesselation pipeline''?
\end{itemize}
\item
\url
{
github.com/linebender/vello
}
has no paper, but is supposedly competitive.
\item
Papers only use CUDA on nVidia GPU, but how do their techniques fare on mobile/laptop/web?
\end{itemize}
\vspace
{
5mm
}
\onslide
<+->
{
Your task:
}
\begin{itemize}
[<+->]
\item
Understand and write up the different approaches.
\item
Find common abstraction and implement algorithms.
\item
Benchmark on various devices.
\item
Try to find improvements or even your own algorithms.
\end{itemize}
\end{frame}
\end{document}
\ No newline at end of file
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