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- SMOOTHLY SCALED TEXT |
- SMOOTHLY SCALED TEXT |
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Although it has recently become a commodity, 3D hardware has found |
Although it has recently become a commodity, 3D hardware has found |
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little use in business applications. One of the problems in such uses |
little use in business applications. Rotated and smoothly scaled text |
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is mipmapping artifacts: trilinear filtering blurs the font edges of |
enables new types of user interfaces. However, mipmapping artifacts |
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reduce readability: trilinear filtering blurs the font edges of |
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rendered text. |
rendered text. |
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We present two approaches for using the GPU to enhance the appearance |
We present two approaches for using the GPU to enhance the appearance |
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Text sharpening works by applying a linear sharpening filter to the |
Text sharpening works by applying a linear sharpening filter to the |
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image using multiple texture accesses. Unfortunately, the sharpening |
image using multiple texture accesses. Unfortunately, the sharpening |
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also increases aliasing artifacts with motion, which needs to be dealt |
increases aliasing artifacts with motion, which needs to be dealt |
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with - XXX blur when moves. The sharpening filter can be implemented with register |
with. One approach is fading off the sharpening as movement starts. |
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combiners and LOD-biasing or with a fragment program. |
The sharpening can be implemented with register combiners and |
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LOD-biasing or with a fragment program. |
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Subpixel rendering uses the known ordering of the RGB sub-pixels of |
Subpixel rendering uses the known ordering of the RGB sub-pixels of |
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LCD displays for tripling the effective horizontal resolution of |
LCD displays for tripling the effective horizontal resolution of |
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rendered black-and-white text. A fragment program can be used to |
rendered black-and-white text. A fragment program can be used to |
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implement the sub-pixel filtering. |
implement the sub-pixel filtering. It could also be possible to |
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approximate the sub-pixel filtering on NV2X with three texture units, |
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register combiners, and vertex programs for computing the |
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sub-pixel-shifted texture coordinates. This would provide an |
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opportunity for discussing |
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XXX |
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Although these two methods are well-known, we believe that their |
Although these two methods are well-known, we believe that their |
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real-time GPU implementation is novel. |
real-time GPU implementation is novel. |