Abstract
The rendering algorithm of path in OpenVG was focused for mobile devices with limited rendering resources. The proposed algorithm includes the filling and stroking of geometry operation, the rasterization based on active edge table, and the display of buffer data based on bitmap. Thus the rendering of vector graphics across multiple platforms was carried out. A non-uniform tessellate of Bézier curve based on curvature was presented. The tessellation algorithm is composed of pre-operation of curve based on inflection point, obtain of region with largest curvature, and uniform tessellation in each resulted region. The computations of tessellate and rasterization are reduced efficiently, and more smoothly visual quality can be observed. The running samples of tiger head and greeting card validated the feasibility of the vector graphics rendering algorithm. The running time of the non-uniform tessellate algorithm is shorter than the other algorithms.
| Original language | English |
|---|---|
| Pages (from-to) | 1856-1861 |
| Number of pages | 6 |
| Journal | Zhejiang Daxue Xuebao (Gongxue Ban)/Journal of Zhejiang University (Engineering Science) |
| Volume | 42 |
| Issue number | 11 |
| DOIs | |
| State | Published - Nov 2008 |
| Externally published | Yes |
Keywords
- Curvature
- Rendering
- Tessellate
- Vector graphics