Hi Juan, Sorry to reply so late -- my academic quarter finished last week and I'm now finally catching up with email, etc. I've been following your work for a couple years now, and it is good to see progress.
On Wed, Jun 2, 2010 at 7:15 AM, Juan Vuletich <[email protected]> wrote: > Hi Folks, > > I am developing a novel way to do anti aliased 2d graphics that breaks away > from pixel coverage and super sampling, while being simpler and providing > higher quality. Please take a look at http:www.jvuletich.org , especially at > the samples. > > I believe this work fits nicely in the FONC project, as a Nile > implementation of it would yield better quality results than Gezira. Could be. It's not _that_ hard to produce higher quality rendering than Gezira. Or Cairo or AGG. And, as you note elsewhere, there are many books and papers about very high-quality rendering. So what gives? In the design of a real-time renderer, one has to make trade-offs between CPU-cycles, memory-use, complexity of implementation, extensibility, rendering quality, etc. In the course of making a trade-off, it might seem that the designer is ignoring "sampling theory," or "proper software design," or "high efficiency." Having spoken personally with Keith Packard and Carl Worth (of Cairo), I believe that they are aware that there are even higher-quality approaches to rendering than those used in Cairo. It would be nice to know a little more about your approach, since you haven't yet explained how it is different from existing sampling-theory based approaches. For example, you could relate your method to those described here: http://graphics.stanford.edu/~mmp/chapters/pbrt_chapter7.pdf ("Sampling and Reconstruction" from the book "Physically Based Rendering") or here: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.83.9421&rep=rep1&type=pdf ("Interpolation Revisited", which you've mentioned before) I have read your conjectures about performance, but it would help if we had some objective data once you've rewritten your code in a lower-level language. Many of the high-quality rendering approaches are not used in real-time renderers for performance reasons, so this is a concern. And it would be helpful to know, say, how many lines of code it took you to implement your approach. The STEPS project is all about small representations. I understand that you don't want to share too much until your three wishes are granted, but any additional information would be appreciated. Good luck! Dan _______________________________________________ fonc mailing list [email protected] http://vpri.org/mailman/listinfo/fonc
