I've seen antialiasing on Windows using GDI+, Java and also that provided by Photoshop and Gimp. Are there any other libraries out there which provide antialiasing facility without depending on support from the host OS?
Antigrain Geometry provides anti-aliased graphics in software.
As simon pointed out, the term anti-aliasing is misused/abused quite regularly so it's always helpful to know exactly what you're trying to do.
Since you mention GDI, I'll assume you're talking about maintaining nice crisp edges when you resize them - so something like a character in a font looks clean and not pixelated when you resize it 2x or 3x it's original size. For these sorts of things I've used a technique in the past called alpha-tested magnification - you can read the whitepaper here:
http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
When I implemented it, I used more than one plane so I could get better edges on all types of objects, but it covers that briefly towards the end. Of all the approaches (that I've used) to maintain quality when scaling vector images, this was the easiest and highest quality. This also has the advantage of being easily implemented in hardware. From an existing API standpoint, your best bet is to use either OpenGL or Direct3D - that being said, it really only requires bilinear filtered and texture mapped to accomplish what it does, so you could roll your own (I have in the past). If you are always dealing with rectangles and only need to do scaling it's pretty trivial, and adding rotation doesn't add that much complexity. If you do roll your own, make sure to pay particular attention to subpixel positioning (how you resolve pixel positions that do not fall on a full pixel, as this is critical to the quality and sometimes overlooked.
Hope that helps!
There are (often misnamed, btw, but that's a dead horse) many anti-aliasing approaches that can be used. Depending on what you know about the original signal and what the intended use is, different things are most likely to give you the desired result.
"Support from the host OS" is probably most sensible if the output is through the OS display facilities, since they have the most information about what is being done to the image.
I suppose that's a long way of asking what are you actually trying to do? Many graphics libraries will provide some form of antialiasing, whether or not they'll be appropriate depends a lot on what you're trying to achieve.
Related
I am scouring the web for tools, programs, utilities, supporting libraries and code primitives that help optimize SVGs for simplicity, space and elegance recently, to link to from the Kilobyte SVG Challenge's tools section, but have yet to find good primitives focusing on how to reduce the number of coordinates of a path, without losing much – or ideally any – precision.
Take this marker-augmented version of the Coca Cola logo, for instance (~7kb, essentially all path data) – which very clearly shows lots of promise for reducing its number of bèziers, given some tooling to do the math to come up with a path using fewer nodes, while producing essentially the same curve.
For the much simpler problem of polygons and polylines (read "all-line paths"), you can use the Douglas–Peucker or Visvalingam’s algorithm (see Mike Bostock's excellent d3 implementation of the latter) to simply remove the coordinates least affecting the path's shape until you're happy with a size-to-precision fit suiting your needs.
I am looking for the equivalent that notices where larger curve (or even arc) segments could replace lots of these redundant mid-curve coordinate stops, without lots of manual tweaking. I think some vector graphics packages (Adobe Illustrator, maybe even Inkscape?) may offer features like these (tips on how to access them welcome!) - though I would love to find scriptable tools we can recommend and offer HOWTOs of how to use from the command line, or even web apps, that squeeze out excess path filler material for people.
For reference, the Kilobyte SVG Challenge is a for-fun SVG education and advocacy stunt I have set up, recently. All non-question-topic discussion about it are best held there, and/or on its github repository linked above. Stay awesome! :)
You can use Ramer–Douglas–Peucker algorithm to simplify polylines or polygons path.
I was looking aground trying to understand why we are still using fixed function blending modes in newer 3D API's (like D3D11). In D3D10 fixed function Alpha Clipping was removed in favor of using the shaders. Why because its a much more powerful approach to almost any situation.
So why then can we not calculate or own blending operations (aka texture sample from the RenderTarget we are currently rendering into)?? Is there some hardware design issue in the video card pipelines that make this difficult to accomplish?
The reason this would be useful, is because you could do things like make refraction shaders run way faster as you wouldn't have to swap back and forth between two renderTargets for each refractive object overlay. Such as a refractive windowing system for an OS or game UI.
Where might be the best place to suggest an idea like this as this is not a discussion forum as I would love to see this in D3D12? Or is this already possible in D3D11?
So why then can we not calculate or own blending operations
Who says you can't? With shader_image_load_store (and the D3D11 equivalent), you can do pretty much anything you want with images. Provided that you follow the rules. That last part is generally what trips people up. Doing a full read/modify/write in a shader, such that later fragment shader invocations don't read the wrong value is almost impossible in the most general case. You have to restrict it by saying that each rendered object will not overlap with itself, and you have to insert a memory barrier between rendered objects (which can overlap with other rendered objects). Or you use the linked list approach.
But the point is this: with these mechanisms, not only have people implemented blending in shaders, but they've implemented order-independent transparency (via linked lists). Nothing is stopping you from doing what you want right now.
Well, nothing except performance of course. The fixed-function blender will always be faster because it can run in parallel with the fragment shader operations. The blending units are separate hardware from the fragment shaders, so you can be doing blending operations while simultaneously doing fragment shader ops (obviously from later fragments, not the ones being blended).
The read/modify/write mechanism in the blend hardware is designed specifically for blending, while the image_load_store is a more generic mechanism. And while generic may beat specific in the long-term of hardware evolution, for the immediate and near-future, you can expect fixed-function blending to beat image_load_store blending performance-wise every time.
You should use it only when you must. And even the, decide if you really, really need it.
Is there some hardware design issue in the video card pipelines that make this difficult to accomplish?
Yes, this is actually the case. If one could do blending in the fragment shader, this would introduce possible feedback loops, and this really complicates things. Blending is done in a separate hardwired stage for performance and parallelization reasons.
I've been studying 3D graphics on my own for a while now and I want to get a greater understanding of just how everything works. What I would like to do is to create a simple game without using DirectX or OpenGL. I understand most of the math I believe, but the problem I am running up against is I do not know how to get control of the pixels being displayed in a window.
How do I specify what color I want each pixel in my window to be?
I understand I will probably run into issues with buffers and image shearing and probably terrible efficiency problems, but I want to create my own program so that I could see from the very lowest level, of the high level language, how the rendering process works. I really have no idea where to start though. I've figured out how to output BMPs, but I would like to have a running program spitting out 20+ frames per second. How do I accomplish this?
You could pick a environment that allows you to fill an array with values for pixels and display it as a bitmap. This way you come closest to poking RGB values in video memory. WPF, Silverlight, HTML5/Javascript can do this. If you do not make it full screen these technologies should suffice for now.
In WPF and Silverlight, use the WriteableBitmap.
In HTML5, use the canvas
Then it is up to you to implement the logic to draw lines, circles, bezier curves, 3D projections.
This is a lot of fun and you will learn a lot.
I'm reading between the lines that you're more interested in having full control over the rendering process from a low level, rather than having a specific interest in how to achieve that on one specific platform.
If that's the case then you will probably get a good bang for your buck looking at a library like SDL which provides you with a frame buffer that you can render to directly but abstracts away a lot of the platform specifics issues. It has been around for quite a while and there are some good tutorials to give you an idea of whether it's the kind of thing you're looking for - see this tutorial and the subsequent one in the same series, which should be enough to get you up and running.
You say you want to create some kind of a rendering engine, meaning desinging you own Pipeline and matrice classes. Which you are to use to transform 3D coordinates to 2D points.
When you have got the 2D points you've been looking for. You can use say for instance on windows, you can select a brush and draw you triangle values while coloring them at the same time.
I do not know why you would need Bitmaps, but if you want to practice say Texturing you can also do that yourself although off course on a weak computer this might take your frames per second significantly.
If you aim is to understand how rendering works on the lowest level. This is with no doubt a good practice.
Jt Schwinschwiga
I want to build a obj to draw a realtime graph but I have performance limitations
size of graph is static.
in repaint the graph
I can redraw all the needed line.
I have other way that save the graph on bitmap memory
and each time copy it on the screen
which way is better?
what is faster copy bitmap or draw lines?
I guess it depends on what you are trying to display. Showing a few lines should not pose any performance problems (if done well), but doing anything more graphics-intensive can be more problematic.
It also depends on what you use for drawing. GDI is easy but slow; GDI+ is also easy, can be prettier (antialiasing, etc.) but is also quite slow (or used to be when I tried it); OpenGL is fast but a bit trickier.
So it's a question with no easy answer, not knowing all the details of your needs. I think I would draw directly, and if it's not fast enough then check other options. What you'll probably need anyway is a double-buffering system, to avoid flickering (check http://www.codeproject.com/KB/GDI/flickerfree.aspx)
You can take a look at http://www.codeproject.com/KB/miscctrl/High-speedCharting.aspx. It's a charting control which seems to be quite fast.
Hey guys, I would like to develop a light/laser show editor and simulator, and for this of course I am going to learn some graphics programming. I am thinking about using C# and XNA.
I was just wondering what aspects of graphics programming I should research or focus on given the project I am working on. I am new to graphics programming so I don't know much about it, but for example I imagine something that I might look into would (possibly?) be volumetric lighting.
For example, what would be a practical way to go about rendering a 'laser' of varied width/color? I read somewhere to just draw a cylinder and apply a shader to it, I would like to confirm that this is the way.
Given that this seems like a big project, I was thinking about starting off by creating light sources and giving them properties so that I can easily manipulate them. I have (mis)read that only a certain amount of lights can be rendered at any given time, I believe eight. Does this only apply to ambient lights? Given this possible limitation, and the fact that most of the lights I will use will be directional, such as head-lights or lasers, what would be a different way to render these? Is that what volumetric lighting would be?
I'd just like to get some things clear before I dive into it. Since I'm new to this I probably didn't make the best use of words, so if something doesn't make sense please let me know. Thanks and sorry for my ignorance.
The answer to this depends on the level of sophistication that you need in your display simulation. Computer graphics is ultimately a simulation of the transport of light; that simulation can be as sophisticated as calculating the fraction of laser light deflected by particles in the atmosphere to the viewer's eyepoint, or as simple as drawing a line. Try out the cylinder effect and see if it works for your project. If you need something more sophisticated, look into shader programming (using Nvidia Cg, for example), and volumetric shading as you mentioned; also post-processing glow effects may be useful. For OpenGL, I believe there is a limit of 8? light sources in a scene, but you could conceivably work around this limit by doing your own shading logic.
Well if it's just for light show simulations I'd imagine your going to need a lot of custom lighting effects - so regardless if you decide to use XNA or straight DirectX your best bet would be to start by learning shader languages and how to program various lighting effects using them. Once you can reproduce the type of laser lighting you want, then you can experiment with the polygons you want to use to represent the lasers. (I've used the cylinder method in some of my work for personal purposes, but I'm not sure how well straight cylinders will fit your purpose).
Although its faster, I think its best not to use vanilla hardware lighting because of its limitations. Pixel shaders can help with you task. Also you may want to chose OpenGL because of portability and its clarity in rendering methods. I worked on Direct3D for several years before switching to OpenGL. OpenGL functions and states are easier to learn and rendering methods (like multi-pass rendering) is a lot clear. If you like to code on C# (which I dont recommend for these tasks), you can use CsGL library to access OpenGL functions.