On Saturday 21 September 2002 6:29 am, Allen Akin wrote:
|  On Fri, Sep 20, 2002 at 08:49:09PM +0400, Vadim Plessky wrote:
|  | I am, as many other office workers, primary  user of different word
|  | processor(s), spearsheet(s), etc., and I am mostly concerned about
|  | quality of rendering for typical text.
|
|  I'm not an expert in digital typography.  I've been running some
|  experiments with OpenGL-based text rendering, but I've got a ways to go
|  before I reach any strongly-defensible conclusions.
|

Can you please post some screenshots?
I also think that anti-aliased OpenGL can be used for text rendering.
But never had time to experiment with it.

|  What I can say today is that using hardware full-scene antialiasing
|  techniques for rendering small text as geometry works surprisingly well
|  on a CRT.  (4X supersampling with Gaussian filtering seems best at the
|  moment.  I'd like to try the new FSAA techniques available on the Radeon
|  9700.)

Question: what kind of filtration XRENDER / text in AA uses?
Isn't it Gaussian?
What is typical size of filtration matrix/operator kernel?

Let's suppose we have:
 Ax=y
where 'x' is source image (pixmap), and 'y' is resulting image after 
transform.
And, to optimize speed, we use integers to calculate transformation.
A is operator matrix:

    | a(1,1) a(1,2)  .... a(1,n) |
A = | a(2,1) a(2,2)  .... a(2,n) |
    | ........                   |
    | a(n,1) a(n,2)  .... a(n,n) |

What is the value of 'n' in transformations used to render text in XFree86?

10 year ago, when I just graduated from the university, typical values for n 
were either 3 or 5.
But hat was time of i386dx/33, and 486 was just coming.
I guess youwe can use n=25 or n=99 nowdays.
Therefor, quality of Gaussian filtration would be much higher.
It would be (almost) real Gaussian filter, not poor aproximation.

|
|  I'd like to look into the process of choosing a level-of-detail that's
|  appropriate for a given drawing size.  Obviously this touches on hinting
|  issues as well as more straightforward problems of approximating complex
|  geometry.
|
|  I speculate that using geometry rather than pixmaps of antialiased
|  characters is a better approach in the long run, because with geometry
|  it's easier to apply small transformations, e.g. subpixel positioning or
|  scaling to preserve sharp vertical elements.
|
|  I also plan to try multipass rendering to implement high-quality
|  antialiasing filters with support greater than one pixel in area.  Given
|  current hardware performance levels, it's quite practical to do this,
|  and it has the advantage that it can take into account the spot
|  characteristics of CRTs.
|
|  Allen
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Vadim Plessky
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