GPU-Friendly Stroke Expansion
The paper introduces a GPU-friendly technique for stroke expansion in vector graphics, optimizing GPU rendering with parallel algorithms and minimal preprocessing. It addresses efficient rendering of stroked paths, enhancing performance in vector graphics.
Read original articleThe paper titled "GPU-friendly Stroke Expansion" by Raph Levien and Arman Uguray introduces a technique for stroke expansion in vector graphics, specifically focusing on generating outlines representing the stroke of input paths. The method is designed for GPU execution using a fully parallel algorithm, suitable for compute shaders with minimal preprocessing. The output can consist of line or circular arc segments, optimized for GPU rendering with a minimal number of segments. The paper presents innovative approaches, such as encoding vector graphics primitives for parallel processing and using an Euler spiral-based method for approximating parallel curves and evolutes. This work addresses the challenge of rendering stroked paths efficiently on GPUs, offering solutions for continuity and correctness constraints. The approach aims to enhance the performance of rendering stroked paths in vector graphics applications.
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> Stroke expansion is a global problem, with challenging constraints on continuity and correctness. Nonetheless, we implement it using a fully parallel algorithm suitable for execution in a GPU compute shader, with minimal preprocessing.
It's hard but we did it anyway.
Here's the full program: https://www.highperformancegraphics.org/2024/program/
(Disclosure: I'm on the HPG conference committee.)
This is something that Adobe Illustrator could do 20 years ago, but is still not possible in Inkscape. I.e., you select a path, set a calligraphic pen on it, and then optionally covert the stroke to its outline path.
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