[Imstk-developers] Text Rendering

Andinet Enquobahrie andinet.enqu at kitware.com
Mon Oct 24 19:36:09 EDT 2016


Text rendering  probably will not be a major issue for use. I would suggest
we focus on the main rending issues that are causing performance slow-down

On Mon, Oct 24, 2016 at 7:33 PM, Milef, Nicholas Boris <milefn at rpi.edu>
wrote:

> Anytime we need to display text on screen, we have to do text rendering. This
> would probably be a smaller bottleneck anyway, but text in 3D environments
> will be necessary for VR simulations that need text. Do you know whether
> this would be a commonly used feature for the type of applications that use
> iMSTK?
> ------------------------------
> *From:* Andinet Enquobahrie [andinet.enqu at kitware.com]
> *Sent:* Monday, October 24, 2016 7:18 PM
> *To:* Milef, Nicholas Boris
> *Cc:* imstk-developers at imstk.org
> *Subject:* Re: [Imstk-developers] Text Rendering
>
> 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
> <http://redir.aspx?REF=GcaQIKykAf_p3U92afkjAfkcR6JBs14ytzeQbMTcl_vemiGvZPzTCAFtYWlsdG86bWlsZWZuQHJwaS5lZHU.>
> > 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
>> <http://redir.aspx?REF=1fm5UykOzXr3tI-V-rnL8JEZxa8GofNa8dtQklaZ9AHemiGvZPzTCAFodHRwOi8vd3d3LnZhbHZlc29mdHdhcmUuY29tL3B1YmxpY2F0aW9ucy8yMDA3L1NJR0dSQVBIMjAwN19BbHBoYVRlc3RlZE1hZ25pZmljYXRpb24ucGRm>
>>
>> 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
>> <http://redir.aspx?REF=L9ceArDG43rIPBojqyK2Tdcb-8qhHD1R5mMe9zNttRfemiGvZPzTCAFodHRwOi8vc3RhY2tvdmVyZmxvdy5jb20vcXVlc3Rpb25zLzUyNjI5NTEvd2hhdC1pcy1zdGF0ZS1vZi10aGUtYXJ0LWZvci10ZXh0LXJlbmRlcmluZy1pbi1vcGVuZ2wtYXMtb2YtdmVyc2lvbi00LTE.>
>>
>> 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
> <http://redir.aspx?REF=UcbyTjHf0Zc5067o0PP1gs2m54iM8yQJDlREvU_iFQbemiGvZPzTCAFodHRwOi8vd3d3LmtpdHdhcmUuY29t>
> (919) 969-6990 x311 <%28919%29%20969-6990%20x311>
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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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