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arXiv 2610.02468cs.GRcs.CV

Windfoil:用于实时和可微分矢量图形的闭式覆盖

Windfoil: Closed-Form Coverage for Real-Time and Differentiable Vector Graphics

Matt DesLauriers

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中文总结 AI 辅助

Windfoil通过闭式绕数实现GPU友好的实时可微分矢量图形渲染,在保真度和性能上优于Skia和Slug,并以低计算成本高效优化,支持数万形状的交互式处理。

中文摘要 AI 辅助

我们提出了Windfoil,一种GPU友好的算法,通过以闭式形式评估二次贝塞尔轮廓的盒式滤波绕数,将光栅化和可微分矢量图形视为同一问题的两个方面。我们在WebGPU中实现了该算法,使其能够在多种环境中运行,包括消费级笔记本电脑上的网络浏览器,并将该系统应用于实时2D渲染、用于印刷媒体的高分辨率光栅化以及可微分渲染器。我们将我们的渲染器与生产级引擎Skia和用于游戏及实时应用的流行GPU光栅化算法Slug进行了比较,测量了相对于参考盒式滤波覆盖的保真度。我们的渲染器比两者都更接近参考,且性能与Slug相当。我们还将我们的优化器与DiffVG和Bézier Splatting进行了比较,在每步成本的一小部分内达到了等效或更好的重建质量,并以交互速率扩展到数万个形状。

英文摘要

We present Windfoil, a GPU-friendly algorithm that treats rasterisation and differentiable vector graphics as two sides of the same problem by evaluating the box-filtered winding number of quadratic Bézier contours in closed form. We implement this in WebGPU, allowing it to run across a range of environments, including a web browser on a consumer laptop, and apply the system to real-time 2D rendering, high-resolution rasterisation for print media, and a differentiable renderer. We compare our renderer against Skia, a production-grade engine, and Slug, a popular GPU rasterisation algorithm for games and real-time applications, measuring fidelity to a reference box-filtered coverage. Our renderer matches the reference more closely than either, at performance comparable to Slug. We also compare our optimiser against DiffVG and Bézier Splatting, where it reaches equivalent or better reconstruction quality at a fraction of the per-step cost, scaling to tens of thousands of shapes at interactive rates.

发表机构

  • Creative Computing Institute(创意计算学院)
  • University of the Arts London(伦敦艺术大学)

机构由 AI 辅助整理,请以论文原文为准。

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