WO2013162136A1 - 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법 - Google Patents
지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법 Download PDFInfo
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- WO2013162136A1 WO2013162136A1 PCT/KR2012/009222 KR2012009222W WO2013162136A1 WO 2013162136 A1 WO2013162136 A1 WO 2013162136A1 KR 2012009222 W KR2012009222 W KR 2012009222W WO 2013162136 A1 WO2013162136 A1 WO 2013162136A1
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- atlas
- stencil
- path
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- vector graphics
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/001—Texturing; Colouring; Generation of texture or colour
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/0007—Image acquisition
Definitions
- the present invention relates to a technique for improving the processing speed of a game program using a canvas of HTML5, and in particular, a game or advertisement made with HTML5 technology using two-dimensional vector graphics batch rendering using a GPU.
- the present invention relates to a batch rendering method of a two-dimensional vector graphics path using a paper that can improve the program processing speed of the system.
- GPU Graphic Processing Unit
- Google accelerated the Gieupeu of the 2D vector graphics library (Skia), which is used in the Chrome browser and the Android operating system, through OpenGL (OpenGL), one of the GPU APIs (Application Program Interface).
- OpenGL OpenGL
- Google has also accelerated Quartz via OpenGL, a 2D vector graphics library used throughout the Cocoa framework.
- Quartz is widely used since Apple's latest OS, OSX Lion. Qt, Nokia's 2D vector graphics library, also accelerates 2D via OpenGL.
- Figure 1 shows a schematic of 2D vector graphics rendering according to the prior art.
- Cocos2D a 2D game engine for the iPhone. Cocos2D is a 2D game engine, but the actual picture is drawn using the GPU, which actively uses batch processing. When drawing the screen, we draw the drawing we want to draw as Texture Atlas and save it in advance so that we can collect drawing calls effectively.
- Texture Atlas is a term commonly used in graphics to refer to the collection of multiple pictures into a single texture.
- the first reason that the 2D vector graphics GPU implementation is not effective in batch processing is that the GPU implementation technology of 2D vector graphics is not yet mature, and the second reason is that the object to be drawn is not fixed like a game engine. Because.
- the problem to be solved by the present invention is to be able to improve the processing speed of a program, such as a game or advertisement made by HTML5 technology, in particular by using a two-dimensional vector graphics batch rendering using the GPU.
- a method of batch rendering a two-dimensional vector graphics path using a paper comprising: gathering paths requested through an API to draw a path of 2D vector graphics without immediately drawing them; Drawing in the stencil atlas the paths collected through the collecting step; And drawing rectangles on the screen including stencil atlas shapes corresponding to the respective paths to draw the collected paths.
- 1 is a schematic of 2D vector graphics rendering according to the prior art.
- Figure 2 illustrates the principle of reducing the load on the CPU to a minimum by using a 2D vector graphics rendering method using a GPU in the present invention.
- FIG. 3 is a process flowchart of a batch rendering method of a two-dimensional vector graphics path using a paper of the present invention.
- 4 (a) and 4 (b) are explanatory diagrams showing that 2D vector graphics batch rendering is arranged according to the present invention.
- FIG 5 illustrates another embodiment of the present invention for drawing shadows of 2D vector graphics passes.
- 6 (a) to 6 (c) are explanatory views showing arrangement when shadow is present in 2D vector graphics batch rendering according to another embodiment of the present invention.
- Figure 7 shows another embodiment of the present invention for drawing an image of 2D vector graphics with a path.
- 8 (a) to 8 (c) are explanatory diagrams showing a path and an image arranged together in a 2D vector graphics batch rendering according to another embodiment of the present invention.
- Figure 9 illustrates another embodiment of the present invention for drawing paths and text together in 2D vector graphics batch rendering.
- 10 (a) to 10 (c) are explanatory views illustrating arranging paths and texts together in 2D vector graphics layout rendering according to another embodiment of the present invention.
- the present invention draws as many vertices as possible in one drawing call when drawing various graphic shapes which are not determined using 2D vector graphics.
- 2 illustrates a principle of minimizing CPU load by using a 2D vector graphics rendering method using a GPU.
- the 2D vector graphics batch rendering method using the GPU is a technology that makes it possible to move an app-based game to a web-based platform, which is a common platform in mobile.
- 2D game engines can do batch rendering easily because they contain the contents of the picture to be drawn in the TextureAtlas. For example, in a 2D game engine, if 10 objects are drawn in batch rendering, 10 drawing and texture information to be mapped to each rectangle area are executed by one drawing call. If there is no TextureAtlas as above, 10 drawing calls are required because binding 10 textures and drawing 10 times. However, if you have a TextureAtlas like this, you don't have to bind the texture every time, so you can bind the texture once and draw ten rectangles with one drawing call.
- FIG. 3 shows a first embodiment of a batch rendering method of a 2D vector graphics path using a paper of the present invention.
- information of paths to be drawn is collected (stored or stored) in a list.
- a first step S31 of collecting information of paths to be drawn in a list the following operation is performed. Create graphics vertices so the GPU can draw paths. If the path has a curve, interpolate several straight lines to create graphic vertices. Store the vertices of the generated graphic in a list. In this case, the generated vertices are drawn as a triangle fan in the second step. Compute the size of the rectangle large enough to accommodate the vertices of all the graphics in the path. The square size we just calculated is assigned to the stencil atlas. The stencil atlas determines coordinates of a rectangle to which a rectangle of a size requested can be assigned by a two-dimensional tangled bin packing algorithm.
- the vertices of the graphic for drawing a path are calculated, and the coordinates and the size of the rectangle are also calculated where to draw the path.
- the stencil operation is set as an exclusive OR operation using the calculated information, and the graphic vertices are drawn as a triangle fan, which is one of methods of drawing the vertices of the GPU.
- FIG. 4 (a) shows an example of creating paths by dividing sections into one texture to create a stencil atlas.
- 600 circles are drawn at once in 600 square areas using path information.
- the final third step (S33) is a step of drawing a picture of the stencil atlas on the screen and performs the following operations.
- the coordinates and sizes of the paths to be drawn on the screen and the coordinates and sizes of the textures for texture mapping the stencil atlas are stored in the list.
- the rectangles of all the paths are drawn on the screen in one drawing call using the information stored in the list.
- FIG. 4 (b) shows an example of drawing a stencil atlas on the screen, where 600 squares are drawn, each of which is texture mapped with the stencil atlas, and finally 600 circles are drawn on the screen.
- FIGS. 5 and 6 An embodiment of the present invention will be described with reference to FIGS. 5 and 6 as follows.
- the shadow atlas step of storing the shape of the shadow is required, such as the stencil atlas that keeps the shape of the path.
- a first step S51 information of paths to be drawn is collected in a list.
- a stencil atlas that draws paths by dividing a region into one texture is created.
- the shadow of each path is drawn on the shadow atlas using the shape stored by the stencil atlas.
- the shapes of the stencil atlas and the shadow atlas are drawn on the screen.
- FIG. 6 is a diagram schematically illustrating a case in which a shadow must be drawn together when drawing a certain path. That is, FIG. 6 (a) shows that 600 circles are drawn at once in 600 rectangular areas using path information as shown in FIG. 4 (a). FIG. 6 (b) shows that 600 shadows are drawn at once using 600 stencil adlas. 6 (c) shows 1200 squares, of which 600 squares are texture-mapped with the stencil atlas and the remaining 600 squares are texture-mapped with the shadow atlas, resulting in 600 circles and 600 shadows on the screen. Each is drawn.
- 2D vector graphics are drawn with images and text as well as paths.
- 3 and 5 show a processing procedure for how to arrange drawing a path. To get the most out of the GPU, you need to be able to place images and text when drawing with paths.
- 2D game engines arrange and draw images.
- the above-described texture atlas texture dividing a zone, drawing an image in the zone, and then storing the image
- step S71 information of paths to be drawn is collected in a list, and images to be drawn are collected in a texture atlas.
- 8A illustrates an example of storing an image by dividing a region into a texture atlas.
- FIG. 8 (b) shows an exemplary stencil atlas as described above.
- a picture of the stencil atlas and a picture of the texture atlas are drawn on the screen.
- 8 (c) shows an example of drawing all the images at once with the images stored in the texture atlas.
- the basic method of drawing text according to an embodiment of the present invention is similar to the conventional implementation method, but the following processing steps for placing text and paths together are newly added.
- a first step S91 in addition to the first step S31 of FIG. 3, information of paths to be drawn is collected in a list, and text to be drawn (font requested through an API) is collected in a texture atlas.
- FIG. 10A illustrates an example in which the font is stored in the texture atlas according to the first step S91. It can be seen that the font is stored by dividing the area into the texture atlas.
- the texture atlas refers to a texture that divides a zone, draws an image in the zone, and stores it.
- the paths and the fonts drawn in the texture atlas are collected in the stencil atlas.
- the shape of the path is stored in the stencil atlas by drawing the vertices of the graphic to the stencil atlas as a stencil operation, and copying the texture atlas texture.
- 10 (b) shows an example of the stencil atlas according to the second step (S92).
- FIG. 10C illustrates an example of drawing a path and a font on a screen in a shape stored in a stencil atlas according to the third step S93.
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Abstract
Description
Claims (7)
- (a) 2D벡터 그래픽스의 패스를 그리기 위해 API(API: Application Program Interface)를 통해 요청되는 패스들을 바로 그리지 않고 모으는 단계;(b) 상기 모으는 단계를 통해 모아두었던 패스들을 스텐실아틀라스에 그리는 단계; 및(c) 상기 모아두었던 패스들을 그리기 위해 각 패스에 해당하는 스텐실아틀라스 모양을 포함하는 사각형들을 화면에 그리는 단계;를 포함하는 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
- 제1항에 있어서, 상기 스텐실아틀라스는 2차원 렉탱글 빈 패킹(Two-Dimensional Rectangle Bin Packing) 알고리즘으로 각 패스가 포함될 수 있는 사각형 영역을 할당하고 그 사각형 영역에 패스를 스텐실오퍼레이션으로 그려서 보관되는 공간인 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
- 제1항에 있어서, 상기 (b) 단계 이후에,스텐실아틀라스가 보관하고 있는 모양을 이용하여 각 패스의 쉐도우를 쉐도우아틀라스에 그리는 단계 및 모아두었던 패스와 쉐도우들을 그리기 위해 각 패스에 해당하는 스텐실아틀라스 모양과 쉐도우아틀라스 모양을 포함하는 사각형들을 화면에 그리는 단계를 더 포함하여, 2D 벡터 그래픽스의 패스를 그릴때 그림자(shadow)도 같이 그리는 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
- 제3항에 있어서, 상기 쉐도우아틀라스는 구역을 나누고 해당 구역에 그려진 패스의 그림자를 보관하는 텍스쳐인 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
- 제1항에 있어서, 상기 (a) 단계는 상기 API를 통해 요청되는 이미지를 텍스쳐아틀라스에 그리는 단계를 더 포함하고, 상기 (c) 단계는 상기 스텐실아틀라스 모양을 포함하는 사각형들 외에, 각 이미지에 해당하는 텍스쳐아틀라스 모양을 포함하는 사각형들을추가로 화면에 그리는 단계를 더 포함하여, 2D 벡터 그래픽스의 이미지를 패스와 함께 그리는 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
- 제5항에 있어서, 상기 텍스쳐아틀라스는 구역을 나누고 해당 구역에 그려진 이미지를 보관하는 텍스쳐인 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
- 제1항에 있어서, 상기 (a) 단계는 상기 API를 통해 요청되는 글꼴을 텍스쳐아틀라스에 그리는 단계를 더 포함하고, 상기 (b) 단계는 모아두었던 패스들 외에 상기 텍스쳐아틀라스에 그려진 글꼴들을 스텐실아틀라스에 그리는 단계를 더 포함하고, 상기 (c) 단계는 상기 모아두었던 패스들을 그리기 위해 각 패스에 해당하는 스텐실아틀라스 모양을 포함하는 사각형들 외에 텍스트에 해당하는 스텐실 아틀라스 모양을 포함하는 사각형들을 화면에 그리는 단계를 더 포함하여, 2D 벡터 그래픽스의 텍스트를 패스와 함께 그리는 것을 특징으로 하는 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법.
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US14/397,303 US20150371410A1 (en) | 2012-04-27 | 2012-11-05 | Batch rendering method for 2d vector graphics path using gpu |
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KR1020120044404A KR101338370B1 (ko) | 2012-04-27 | 2012-04-27 | 지피유를 이용한 2차원 벡터 그래픽스 패스의 배치 렌더링 방법 |
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KR20160073147A (ko) | 2014-12-16 | 2016-06-24 | 삼성전자주식회사 | Gpu 기반 벡터 그래픽을 위한 메쉬 생성 장치, 방법 및 컴퓨터 프로그램 |
KR20160086622A (ko) | 2015-01-12 | 2016-07-20 | 삼성전자주식회사 | 스트로크 기반의 이미지 렌더링 장치, 방법 및 컴퓨터 프로그램 |
KR20160090539A (ko) | 2015-01-22 | 2016-08-01 | 삼성전자주식회사 | Gpu 기반 벡터 그래픽을 위한 이미지 렌더링 장치, 방법 및 컴퓨터 프로그램 |
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KR20160073147A (ko) | 2014-12-16 | 2016-06-24 | 삼성전자주식회사 | Gpu 기반 벡터 그래픽을 위한 메쉬 생성 장치, 방법 및 컴퓨터 프로그램 |
KR101646945B1 (ko) | 2014-12-16 | 2016-08-10 | 삼성전자주식회사 | Gpu 기반 벡터 그래픽을 위한 메쉬 생성 장치, 방법 및 컴퓨터 프로그램 |
KR20160086622A (ko) | 2015-01-12 | 2016-07-20 | 삼성전자주식회사 | 스트로크 기반의 이미지 렌더링 장치, 방법 및 컴퓨터 프로그램 |
KR20160090539A (ko) | 2015-01-22 | 2016-08-01 | 삼성전자주식회사 | Gpu 기반 벡터 그래픽을 위한 이미지 렌더링 장치, 방법 및 컴퓨터 프로그램 |
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KR101338370B1 (ko) | 2013-12-10 |
KR20130121315A (ko) | 2013-11-06 |
US20150371410A1 (en) | 2015-12-24 |
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