[Imstk-developers] Text Rendering

Andinet Enquobahrie andinet.enqu at kitware.com
Mon Oct 24 19:18:33 EDT 2016


Nick,

But, are we doing any text rendering in iMSTK?

On Mon, Oct 24, 2016 at 7:14 PM, Milef, Nicholas Boris <milefn at rpi.edu>
wrote:

> One thing we may want to look into is optimizing text rendering. I think
> VTK uses FreeType, but that method has historically been slow for
> high-performance real-time applications because you essentially have to
> render out each character at a certain resolution (which is bad for 3D text
> especially since the render size would need to change with distance).
>
> Valve published an influential paper here that works well in 2D and 3D:
> http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_
> AlphaTestedMagnification.pdf
>
> Also, there's some interesting discussion in this answer here:
> http://stackoverflow.com/questions/5262951/what-is-
> state-of-the-art-for-text-rendering-in-opengl-as-of-version-4-1
>
> What's interesting is that one approach is to model text essentially as a
> mesh and use geometry shaders to create planes out of the vertices to map
> the textures on them. IDK how great that approach is though because
> geometry shaders don't tolerate generating geometry very well, but it's an
> option. Otherwise, instancing should work well enough.
>
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>
>


-- 
Andinet Enquobahrie, Ph.D., MBA
Assistant Director of Medical Computing
Kitware, Inc.

http://www.kitware.com
(919) 969-6990 x311 <%28919%29%20969-6990%20x311>
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