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u2 Bleank's blog

A little bit tired today because of the VIP2010 organisation this week end.
But but the code can’t wait so this is a picture of the ChordalAxis algorithm.
This algorithm is nice because he found the “skeleton” of any shape.
So the question is why do I need such algorithm for my shape rendering, the answer is : I need to scale uniformaly the shape of 1 pixel to ensure good anti- aliasing computing. And whith the ChordalAxis and the subdivision done with it I can compute the distance to the shape for any vertex.Then with this distance function I will compute AntiAlising in the PixelShader like other mathematic primitives.
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A little bit tired today because of the VIP2010 organisation this week end.

But but the code can’t wait so this is a picture of the ChordalAxis algorithm.

This algorithm is nice because he found the “skeleton” of any shape.

So the question is why do I need such algorithm for my shape rendering, the answer is : I need to scale uniformaly the shape of 1 pixel to ensure good anti- aliasing computing. And whith the ChordalAxis and the subdivision done with it I can compute the distance to the shape for any vertex.
Then with this distance function I will compute AntiAlising in the PixelShader like other mathematic primitives.

    • #2d
    • #rendering
    • #bleank
    • #framework
  • 1 year ago
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u2 Bleank's blog

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CEO and co-founder of Bleank.
Demoscener as coder in PoPsY TeAm. Passionate by real time graphic programmig, graphic design, much more...
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