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The hard bit isn't the drawing of the vectors - it's the conversion from vectors to triangles (triangulation) it's non-trivial and can be slow for complex (and complexly filled shapes).


The NVIDIA solution is to not have to do that:

http://www.youtube.com/watch?v=0IDyZof2pRI

(for those interested in the technical details of the NVIDIA thing, this is a lecture explaining it in detail).

EDIT: He explains in more detail in the first two minutes of part two:

http://www.youtube.com/watch?v=PitV33ex5U4


Reading this they talk about "baking" into a resolution independent form. That sounds very much like triangulation to me.

If not, what is it?

http://www.slideshare.net/Mark_Kilgard/nvpathrendering-frequ...

(Q. 37)


http://de.slideshare.net/Mark_Kilgard/gpuaccelerated-path-re...

This looks more sophisticated than the kind of tessellation I'm used to but they still have triangle fans!


Fascinating.

I didn't know about this. I've been out of this game for a while. That looks great. I wish we'd had it back when I was working on a GPU XAML renderer.

Thanks!




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