On Fri, Sep 20, 2002 at 08:49:09PM +0400, Vadim Plessky wrote:
| On Wednesday 18 September 2002 4:17 am, Allen Akin wrote:
| [...]
| |
| |  I'm not saying all this would be easy, or that OpenGL already provides
| |  everything that Render might need.  But integrating 2D, 3D, and imaging
| |  via the 3D API is the way Microsoft is going and Apple has already gone,
| |  and was one of the design goals for OpenGL.  ...
| 
| You are speaking here about 3D rendering, or about *rendering in general*?

Rendering in general.

Microsoft announced (at the last WinHEC, if I remember correctly) that
in releases of Windows XP after 2004, 2D rendering services will be
provided through Direct3D.

Mac OS 10.2 already has integrated 2D, 3D, and imaging (based in part on
OpenGL) in Quartz Extreme.

There's so much functionality overlap that a number of workstation
application vendors have been using the 3D API for GUI, 3D rendering,
and image rendering for years.  What's new is the increased likelihood
that that will become the mainstream approach.

| I am, as many other office workers, primary  user of different word 
| processor(s), spearsheet(s), etc., and I am mostly concerned about quality of 
| rendering for typical text.

I'm not an expert in digital typography.  I've been running some
experiments with OpenGL-based text rendering, but I've got a ways to go
before I reach any strongly-defensible conclusions.

What I can say today is that using hardware full-scene antialiasing
techniques for rendering small text as geometry works surprisingly well
on a CRT.  (4X supersampling with Gaussian filtering seems best at the
moment.  I'd like to try the new FSAA techniques available on the Radeon
9700.)

I'd like to look into the process of choosing a level-of-detail that's
appropriate for a given drawing size.  Obviously this touches on hinting
issues as well as more straightforward problems of approximating complex
geometry.

I speculate that using geometry rather than pixmaps of antialiased
characters is a better approach in the long run, because with geometry
it's easier to apply small transformations, e.g. subpixel positioning or
scaling to preserve sharp vertical elements.

I also plan to try multipass rendering to implement high-quality
antialiasing filters with support greater than one pixel in area.  Given
current hardware performance levels, it's quite practical to do this,
and it has the advantage that it can take into account the spot
characteristics of CRTs.

Allen
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