From 5d9e1c426f3d29cefce4e02969c2cfbce0d4ffcc Mon Sep 17 00:00:00 2001 From: Dorian Rudolph <mail@dorianrudolph.com> Date: Mon, 5 Feb 2024 15:12:32 +0100 Subject: [PATCH] add frames --- README.md | 4 ---- talk/talk.tex | 34 ++++++++++++++++++++++++++++++++++ 2 files changed, 34 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 8de9428..a843b24 100644 --- a/README.md +++ b/README.md @@ -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 -- [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 -- [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/ -- [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/ diff --git a/talk/talk.tex b/talk/talk.tex index 5963766..10d04fd 100644 --- a/talk/talk.tex +++ b/talk/talk.tex @@ -122,4 +122,38 @@ \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 -- GitLab