Resumo: In this talk, we will describe the first massively-parallel vector graphics rendering pipeline. Traditional rendering ethods draw shapes one after the other into an output image,or use sequential algorithms to build acceleration data structures before rendering all pixels in parallel. We present an acceleration data structure that can be built efficiently and in parallel for all input segments. We also show how share samples between pixels in parallel to enable production-quality antialiasing filters and a large number of samples per pixel. The pipeline is feature-rich, and renders complex vector graphics in state-of-the-art quality and performance. The talk will be particularly interesting to researchers and developers that deal with rendering of complex 2D content.
Palestrante: Diego Nehab
Data: 16/09/2015 (quarta-feira)
Horário: 16:15 h
Local: Auditório (LAED) do Departamento de Matemática, andar térreo, UFSC