Easy Scalable Text Rendering on the GPU
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Easy Scalable Text Rendering on the GPU
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Re: Easy Scalable Text Rendering on the GPU
#2Re: Easy Scalable Text Rendering on the GPU
#3Re: Easy Scalable Text Rendering on the GPU
#4"The code is open source on GitHub in case it’s useful as a reference"
Thank you!
"it’s written in the Skew programming language"
:-(
Thankfully the shader code is in GLSL as you would expect/hope.
Re: Easy Scalable Text Rendering on the GPU
#5What I like most about this technique as opposed to other "draw a font as curves in a shader" approaches is that it's actually very fillrate friendly. Instead of drawing a quad and calculating curves (or curve segments) over all of those pixels/fragments, you draw the font outline in polygons which restricts where pixel processing occurs. The whole thing actually reminds me of Carmack's Reverse stencil shadow techniq…
I would think that, compared to the LUT texture approach, this technique is lighter in FS load but more expensive in terms of fill rate/ROP.
[1]: http://wdobbie.com/post/gpu-text-rendering-with-vector-textu...
Re: Easy Scalable Text Rendering on the GPU
#6Note that this is a kludge [1].
[1] A Pixel Is Not A Little Square: http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf
Re: Easy Scalable Text Rendering on the GPU
#7Re: Easy Scalable Text Rendering on the GPU
#8> Most anti-aliasing techniques do boundary smoothing by treating each pixel as a little square and visualizing the fraction of the pixel area that is contained inside the outline. Note that this is a kludge [1]. [1] A Pixel Is Not A Little Square: http://alvyray.com/Memos/CG/Microsoft/6_pixel.pdf
Re: Easy Scalable Text Rendering on the GPU
#9What I like most about this technique as opposed to other "draw a font as curves in a shader" approaches is that it's actually very fillrate friendly. Instead of drawing a quad and calculating curves (or curve segments) over all of those pixels/fragments, you draw the font outline in polygons which restricts where pixel processing occurs. The whole thing actually reminds me of Carmack's Reverse stencil shadow techniq…
That's not necessarily what I'd expect, given that it's from Microsoft Research. I know they're a pretty independent bunch, but still, kudos.