1. Compressed Coverage Masks for Path Rendering on Mobile GPUs
- Author
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Dinesh Manocha and Pavel Krajcevski
- Subjects
Texture compression ,Computer science ,Graphics hardware ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,02 engineering and technology ,Grayscale ,3D rendering ,Computational science ,Rendering (computer graphics) ,Computer graphics ,Texture mapping unit ,Computer graphics (images) ,S3 Texture Compression ,0202 electrical engineering, electronic engineering, information engineering ,Tiled rendering ,ComputingMethodologies_COMPUTERGRAPHICS ,Parallel rendering ,Pixel ,business.industry ,Software rendering ,020207 software engineering ,Volume rendering ,Terrain rendering ,Image-based modeling and rendering ,Computer Graphics and Computer-Aided Design ,Graphics pipeline ,Real-time rendering ,Real-time computer graphics ,Fragment processing ,Signal Processing ,020201 artificial intelligence & image processing ,Central processing unit ,Computer Vision and Pattern Recognition ,business ,Alternate frame rendering ,Texture memory ,Software ,3D computer graphics - Abstract
We present an algorithm to accelerate resolution independent curve rendering on mobile GPUs. Recent trends in graphics hardware have created a plethora of compressed texture formats specific to GPU manufacturers. However, certain implementations of platform independent path rendering require generating grayscale textures on the CPU containing the extent that each pixel is covered by the curve. In this paper, we demonstrate that generating a compressed grayscale texture prior to uploading it to the GPU creates faster rendering times in addition to the memory savings. We implement a real-time compression technique for coverage masks and compare our results against the GPU-based implementation of the highly optimized Skia rendering library. We also analyze the worst case properties of our compression algorithms. We observe up to a 2 $\times$ speed improvement over the existing GPU-based methods in addition to up to a 9:1 improvement in GPU memory gains. We demonstrate the performance on multiple mobile platforms.
- Published
- 2016
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