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
-- 
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