Abstract
Vector images provide a resolution independent representation that can be efficiently scaled to any resolution. However, there is no ready-to-use solution for supporting vector texturing in GPU based photorealistic rendering systems. In this work we present the experience of implementing support for vector textures in such rendering system using two different approaches – one based on signed distance fields and another based on rasterization. We describe implementation details and analyze the quality and performance of these methods.
Publisher
Keldysh Institute of Applied Mathematics
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