Fast rasterizing of text and vector art - opengl

Suppose there is a lot of vector shapes (Bezier curves which determine the boundary of a shape). For example a page full of tiny letters.
What is the fastest way to create a bitmap out of it?
I once saw a demo several years ago (can't find it now) where some guys used GPU to rasterize the vector art - they were able to zoom in/out of the page in real-time. What is the current state of GPU rendering of Bezier shapes? Is it really fast? Faster than CPU? What are the common and not-so-common algorithms? Is there any open source library for such things? What language does it use? What about OpenGL?

NVIDIA has now an extension for OpenGL that can do this stuff. I guess it's based on the Microsoft RAVG paper.
http://developer.nvidia.com/nv-path-rendering

Perhaps you mean one of these papers:
Random-access rendering of general vector graphics (2008) (PDF)
Resolution independent curve rendering using programmable graphics hardware (2005) (PDF)
I think these are pretty much the state of the art.

I once saw a demo several years ago (can't find it now) where some guys used GPU to rasterize the vector art - they were able to zoom in/out of the page in real-time.
Could it have been this one?
http://alice.loria.fr/index.php/publications.html?Paper=VTM#2005
What is the current state of GPU rendering of Bezier shapes?
About the same like some years ago. Tesselation shaders do help, but when it comes down to rasterizing curves without a intermediary tesselation stage, it's grunt work in the fragment shader.

Related

drawing time series of millions of vertices using OpenGL

I'm working on a data visualisation application where I need to draw about 20 different time series overlayed in 2D, each consisting of a few million data points. I need to be able to zoom and pan the data left and right to look at it and need to be able to place cursors on the data for measuring time intervals and to inspect data points. It's very important that when zoomed out all the way, I can easily spot outliers in the data and zoom in to look at them. So averaging the data can be problematic.
I have a naive implementation using a standard GUI framework on linux which is way too slow to be practical. I'm thinking of using OpenGL instead (testing on a Radeon RX480 GPU), with orthogonal projection. I searched around and it seems VBOs to draw line strips might work, but I have no idea if this is the best solution (would give me the best frame rate).
What is the best way to send data sets consisting of millions of vertices to the GPU, assuming the data does not change, and will be redrawn each time the user interacts with it (pan/zoom/click on it)?
In modern OpenGL (versions 3/4 core profile) VBOs are the standard way to transfer geometric / non-image data to the GPU, so yes you will almost certainly end up using VBOs.
Alternatives would be uniform buffers, or texture buffer objects, but for the application you're describing I can't see any performance advantage in using them - might even be worse - and it would complicate the code.
The single biggest speedup will come from having all the data points stored on the GPU instead of being copied over each frame as a 2D GUI might be doing. So do the simplest thing that works and then worry about speed.
If you are new to OpenGL, I recommend the book "OpenGL SuperBible" 6th or 7th edition. There are many good online OpenGL guides and references, just make sure you avoid the older ones written for OpenGL 1/2.
Hope this helps.

Tessellation in DirectX 11 and in OpenGL, what and how?

DirectX 11 supports tessellation. What is the real purpose of this feature?
And how to determine whether it's working or not on applications built with DX11 or OpenGL?
There are many fields where tessellation could be applied.
for example, Level of detail on a face, this could make you have 2-3 milion triangles without any super load on the gpu when you are up close to the face. that way you achive über graphics.
another way of using it could be the terrain, DICE uses it on their terrain system to enhance the overall look of the terrain to get it more relaistic.
http://publications.dice.se/publications.asp?show_category=yes&which_category=Rendering
So basicly it´s one of the dx11 best feautres, giving you realy realy good controll of adding extra polygons to meshes. (Higher detail, more good looking graphics)

OpenGL Picking from a large set

I'm trying to, in JOGL, pick from a large set of rendered quads (several thousands). Does anyone have any recommendations?
To give you more detail, I'm plotting a large set of data as billboards with procedurally created textures.
I've seen this post OpenGL GL_SELECT or manual collision detection? and have found it helpful. However it can take my program up to several minutes to complete a rendering of the full set, so I don't think drawing 2x (for color picking) is an option.
I'm currently drawing with calls to glBegin/glVertex.../glEnd. Given that I made the switch to batch rendering on the GPU with vao's and vbo's, do you think I would receive a speedup large enough to facilitate color picking?
If not, given all of the recommendations against using GL_SELECT, do you think it would be worth me using it?
I've investigated multithreaded CPU approaches to picking these quads that completely sidestep OpenGL all together. Do you think a OpenGL-less CPU solution is the way to go?
Sorry for all the questions. My main question remains to be, whats a good way that one can pick from a large set of quads using OpenGL (JOGL)?
The best way to pick from a large number of quad cannot be easily defined. I don't like color picking or similar techniques very much, because they seem to be to impractical for most situations. I never understood why there are so many tutorials that focus on people that are new to OpenGl or even programming focus on picking that is just useless for nearly everything. For exmaple: Try to get a pixel you clicked on in a heightmap: Not possible. Try to locate the exact mesh in a model you clicked on: Impractical.
If you have a large number of quads you will probably need a good spatial partitioning or at least (better also) a scene graph. Ok, you don't need this, but it helps A LOT. Look at some tutorials for scene graphs for further information's, it's a good thing to know if you start with 3D programming, because you get to know a lot of concepts and not only OpenGl code.
So what to do now to start with some picking? Take the inverse of your modelview matrix (iirc with glUnproject(...)) on the position where your mouse cursor is. With the orientation of your camera you can now cast a ray into your spatial structure (or your scene graph that holds a spatial structure). Now check for collisions with your quads. I currently have no link, but if you search for inverse modelview matrix you should find some pages that explain this better and in more detail than it would be practical to do here.
With this raycasting based technique you will be able to find your quad in O(log n), where n is the number of quads you have. With some heuristics based on the exact layout of your application (your question is too generic to be more specific) you can improve this a lot for most cases.
An easy spatial structure for this is for example a quadtree. However you should start with they raycasting first to fully understand this technique.
Never faced such problem, but in my opinion, I think the CPU based picking is the best way to try.
If you have a large set of quads, maybe you can group quads by space to avoid testing all quads. For example, you can group the quads in two boxes and firtly test which box you
I just implemented color picking but glReadPixels is slow here (I've read somehere that it might be bad for asynchron behaviour between GL and CPU).
Another possibility seems to me using transform feedback and a geometry shader that does the scissor test. The GS can then discard all faces that do not contain the mouse position. The transform feedback buffer contains then exactly the information about hovered meshes.
You probably want to write the depth to the transform feedback buffer too, so that you can find the topmost hovered mesh.
This approach works also nice with instancing (additionally write the instance id to the buffer)
I haven't tried it yet but I guess it will be a lot faster then using glReadPixels.
I only found this reference for this approach.
I'm using the solution that I've borrowed from DirectX SDK, there's a nice example how to detect the selected polygon in a vertext buffer object.
The same algorithm works nice with OpenGL.

IDEAs: how to interactively render large image series using GPU-based direct volume rendering

I'm looking for idea's how to convert a 30+gb, 2000+ colored TIFF image series into a dataset able to be visualized in realtime (interactive frame rates) using GPU-based volume rendering (using OpenCL / OpenGL / GLSL). I want to use a direct volume visualization approach instead of surface fitting (i.e. raycasting instead of marching cubes).
The problem is two-fold, first I need to convert my images into a 3D dataset. The first thing which came into my mind is to see all images as 2D textures and simply stack them to create a 3D texture.
The second problem is the interactive frame rates. For this I will probably need some sort of downsampling in combination with "details-on-demand" loading the high-res dataset when zooming or something.
A first point-wise approach i found is:
polygonization of the complete volume data through layer-by-layer processing and generating corresponding image texture;
carrying out all essential transformations through vertex processor operations;
dividing polygonal slices into smaller fragments, where the corresponding depth and texture coordinates are recorded;
in fragment processing, deploying the vertex shader programming technique to enhance the rendering of fragments.
But I have no concrete ideas of how to start implementing this approach.
I would love to see some fresh ideas or ideas on how to start implementing the approach shown above.
If anyone has any fresh ideas in this area, they're probably going to be trying to develop and publish them. It's an ongoing area of research.
In your "point-wise approach", it seems like you have outlined the basic method of slice-based volume rendering. This can give good results, but many people are switching to a hardware raycasting method. There is an example of this in the CUDA SDK if you are interested.
A good method for hierarchical volume rendering was detailed by Crassin et al. in their paper called Gigavoxels. It uses an octree-based approach, which only loads bricks needed in memory when they are needed.
A very good introductory book in this area is Real-Time Volume Graphics.
I've done a bit of volume rendering, though my code generated an isosurface using marching cubes and displayed that. However, in my modest self-education of volume rendering I did come across an interesting short paper: Volume Rendering on Common Computer Hardware. It comes with source example too. I never got around to checking it out but it seemed promising. It is it DirectX though, not OpenGL. Maybe it can give you some ideas and a place to start.

How to do ray tracing in modern OpenGL?

So I'm at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be implementing ray tracing (since theoretically, it might be ideal for real time graphics in a few years).
But where do I start?
Assume I have never done lighting in old OpenGL, so I would be going directly to non-deprecated methods.
The application has currently properly set up vertex buffer objects, vertex, normal and color input and it correctly draws and transforms models in space, in a flat color.
Is there a source of information that would take one from flat colored vertices to all that is needed for a proper end result via GLSL? Ideally with any other additional lighting methods that might be required to complement it.
I would not advise to try actual ray tracing in OpenGL because you need a lot hacks and tricks for that and, if you ask me, there is not a point in doing this anymore at all.
If you want to do ray tracing on GPU, you should go with any GPGPU language, such as CUDA or OpenCL because it makes things a lot easier (but still, far from trivial).
To illustrate the problem a bit further:
For raytracing, you need to trace the secondary rays and test for intersection with the geometry. Therefore, you need access to the geometry in some clever way inside your shader, however inside a fragment shader, you cannot access the geometry, if you do not store it "coded" into some texture. The vertex shader also does not provide you with this geometry information natively, and geometry shaders only know the neighbors so here the trouble already starts.
Next, you need acceleration data-structures to get any reasonable frame-rates. However, traversing e.g. a Kd-Tree inside a shader is quite difficult and if I recall correctly, there are several papers solely on this problem.
If you really want to go this route, though, there are a lot papers on this topic, it should not be too hard to find them.
A ray tracer requires extremely well designed access patterns and caching to reach a good performance. However, you have only little control over these inside GLSL and optimizing the performance can get really tough.
Another point to note is that, at least to my knowledge, real time ray tracing on GPUs is mostly limited to static scenes because e.g. kd-trees only work (well) for static scenes. If you want to have dynamic scenes, you need other data-structures (e.g. BVHs, iirc?) but you constantly need to maintain those. If I haven't missed anything, there is still a lot of research currently going on just on this issue.
You may be confusing some things.
OpenGL is a rasterizer. Forcing it to do raytracing is possible, but difficult. This is why raytracing is not "ideal for real time graphics in a few years". In a few years, only hybrid systems will be viable.
So, you have three possibities.
Pure raytracing. Render only a fullscreen quad, and in your fragment shader, read your scene description packed in a buffer (like a texture), traverse the hierarchy, and compute ray-triangles intersections.
Hybrid raytracing. Rasterize your scene the normal way, and use raytracing in your shader on some parts of the scene that really requires it (refraction, ... but it can be simultated in rasterisation)
Pure rasterization. The fragment shader does its normal job.
What exactly do you want to achieve ? I can improve the answer depending on your needs.
Anyway, this SO question is highly related. Even if this particular implementation has a bug, it's definetely the way to go. Another possibility is openCL, but the concept is the same.
As for 2019 ray tracing is an option for real time rendering but requires high end GPUs most users don't have.
Some of these GPUs are designed specifically for ray tracing.
OpenGL currently does not support hardware accelerated ray tracing.
DirectX 12 on windows does have support for it. It is recommended to wait a few more years before creating a ray tracing only renderer although it is possible using DirectX 12 with current desktop and laptop hardware. Support from mobile may take a while.
Opengl (glsl) can be used for ray (path) tracing. however there are few better options: Nvidia OptiX (Cuda toolkit -- cross platform), directx 12 (with Nvidia ray tracing extension DXR -- windows only), vulkan (nvidia ray tracing extension VKR -- cross platform, and widely used), metal (only works on MacOS), falcor (DXR, VKR, OptiX based framework), Intel Embree (CPU ray tracing only).
I found some of the other answers to be verbose and wordy. For visual examples that YES, functional ray tracers absolutely CAN be built using the OpenGL API, I highly recommend checking out some of the projects people are making on https://www.shadertoy.com/ (Warning: lag)
To answer the topic: OpenGL has no RTX extension, but Vulkan has, and interop is possible. Example here: https://github.com/nvpro-samples/gl_vk_raytrace_interop
As for the actual question: To light the triangles, there are tons of techniques, look up for "forward", "forward+" or "deferred" renderers. The technique to be used depends on you goal. The simplest and most good-looking these days, is image based lighting (IBL) with physically based shading (PBS). Basically, you use a cubemap and blur it more or less depending on the glossiness of the object. For a simple object viewer you don't need more.