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Bombshell93

[help] Real-time rasterizing 2D bezier curve based graphics

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at first I assumed this simple and I've thought through it a few times.
This is just something I'd like to experiment with.

I figured a plane with UV's would allow rasterizing post transformations in the pixel shader.
but that wouldn't really work, efficient rasterizing uses scan-lines. then a problem occured to me, in triangles its easy to know each scan-line can only have 1 start and 1 end. but bezier curve based shapes can very often be concave.
to avoid further confusion I tried doing some research, but when searching 2D rasterizing and the sorts. I only ever saw doing lines at a time, 3D rasterizing (triangles) or no capability of filling shapes.
I could maybe do a software rasterizer, but I've no idea how I could have it hardware accelerated :/

Any help on the subjects, papers, references, experience would be greatly appreciated,
Thanks in advanced,
Bombshell

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Uhm, it is unclear to me if you're asking this for a software renderer or an hardware accelerated procedure... or maybe just for food of thought.
Anyway Resolution Independant Code Rendering might give you a few pointers... or perhaps not.
In terms of hardware acceleration, it's quite elegant. The non-intersection requirement is bad but in practice, I've found it to be rarely a problem. I have been told the same algo works "rather well" on software pipelines, who knows.

I'm not sure what's the deal with "post transformations" you mention.

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thank you very much, that is exactly what I was looking for! also the "port transformation" was I was hoping to apply transformations to the vertices of a plane, then use UV coordinates to render the vector graphics, though this was a stupid idea, so I scraped that from the start.

Anyway thank you loads :)

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