Changes729 / VkScanlinePR

scanline-based path rendering in vulkan

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VkScanlinePR

Intro

The project refer to a paper which is Efficient GPU Path Rendering Using Scanline Rasterization (ACM Transactions on Graphics (SIGGRAPH Asia) 2016). The purpose of the project is to achieve scanline-based path rendering and comb-like multisampling (TODO) by Vulkan API. And the parallel-algorithm part of implement of original project is by CUDA. Therefore, I achieve it by Computer Shader.

Build

First, you should install Visiual Studio 2019 (MSVC v142) and Windows 10 SDK. The vulkan installation is required. Because the project need to load some vulkan DLL file such as shaderc_shared.dll and you may need to use some tools. For example, if you modify a compute shader, you will use glslc to compile the modified shader and input command "glslc xxx.comp -o spv/xxx.spv". Luckily, a script is provided which is workdir/shaders/shader_compile.py. You can run the script to compile all shaders. You no longer have to manually input commands to compile the specified shaders.

Dependencies

  • glfw-3.3.5
  • glm-0.9.9.8
  • vulkan-1.2.189.2

Example

paper-1

paper1-0 paper1-1

About

scanline-based path rendering in vulkan

License:MIT License


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