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

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