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Jeff Bolz

dblp:122/4789 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › geometric rendering › vector graphics rendering
path rendering
0.112012
GPU-accelerated path rendering · ACM Trans. Graph. 2012
Rendering › geometric rendering
vector graphics rendering
0.112012
GPU-accelerated path rendering · ACM Trans. Graph. 2012
Rendering
GPU rendering
0.012012
GPU-accelerated path rendering · ACM Trans. Graph. 2012
Rendering
graphics pipeline
0.012012
GPU-accelerated path rendering · ACM Trans. Graph. 2012

Methods — techniques the papers use, named apart from their topics

two-step stencil-then-cover · 0.1stencil buffer · 0.1
YearPublicationVenuePosition
2012 GPU-accelerated path rendering
abstract
For thirty years, resolution-independent 2D standards (e.g. PostScript, SVG) have depended on CPU-based algorithms for the filling and stroking of paths. Advances in graphics hardware have largely ignored accelerating resolution-independent 2D graphics rendered from paths. We introduce a two-step "Stencil, then Cover" (StC) programming interface. Our GPU-based approach builds upon existing techniques for curve rendering using the stencil buffer, but we explicitly decouple in our programming interface the stencil step to determine a path's filled or stroked coverage from the subsequent cover step to rasterize conservative geometry intended to test and reset the coverage determinations of the first step while shading color samples within the path. Our goals are completeness, correctness, quality, and performance---yet we go further to unify path rendering with OpenGL's established 3D and shading pipeline. We have built and productized our approach to accelerate path rendering as an OpenGL extension.
Mark J. Kilgard, Jeff Bolz
ACM Trans. Graph.2