Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. What about logic like this: boolean checkRoots = false; if (D 0) { // 3 solution form is possible, so use it checkRoots = (D -TINY); // Check them if we were borderline // compute 3 roots as before } else { double u = ...; double v = ...; res[0] = u+v; // should be 2*u if D is near zero if (u close to v) { // Will be true for D near zero res[1] = -res[0]/2; // should be -u if D is near zero checkRoots = true; // Check them if we were borderline // Note that q=0 case ends up here as well... } } if (checkRoots) { if (num 2 (res[2] == res[1] || res[2] == res[0]) { num--; } if (num 1 res[1] == res[0]) { res[1] = res[--num]; // Copies res[2] to res[1] if needed } for (int i = num-1; i = 0; i--) { res[i] = refine(res[i]); for (int j = i+1; j num; j++) { if (res[i] == res[j]) { res[i] = res[--num]; break; } } } } I have two concerns about this. 1. How would refine() be implemented? Would we do something like in findZero? 2. While I have no problem with your suggestion, it won't help us in cases where there's a root with a multiplicity of 2 which is not found. This was a large part of the motivation for this work. What should we do in this case? The only solution I can see is to find the roots of the derivative and evaluate the cubic at them, because when a root has multiplicity 1, the polynomial's derivative also has a root there. This is what I'm currently doing. Should we go ahead and push the pisces changes? The cubic solver in pisces is good enough for what we're using it. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. If you want to include these rendering tests as extra verification along with your other changes, then that is fine. Ok, thanks. So, I'll update the performance webrev to include them. Also, I think we might have a script that forceably checks the value of the @bug tag and ensures that it is a legal bug database number, so using a RedHat bug number won't work very well. Is there an existing bug that this could be tagged with? Yeah, this is a problem. I tried finding an existing sun bug for this issue, but I couldn't, and we can't file one because it's already fixed. It's just one test though, so we could simply leave it out. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. The test as it is has a test case (I just chose random numbers to check and got lucky - d'oh!) that generates 1 solution from the new code even though the equation had 2 distinct solutions that weren't even near each other... I figured out why this happens. It's because of cancellation in the computation of D (two large numbers are subtracted and the result is supposed to be 0 or close to 0, but it's about 1e-7, which wasn't enough to pass the iszero test). I've been working on this and I came up with a couple of different ways. They are in the attached file (it's a modified version of the file your CubicSolve.java). The first thing I did was to modify solveCubicOld. I tried to get a bit fancy and although I think I fixed the problems it had, the end result is ugly, complicated and it has small problems, like returning 3 very close roots when there should only be one. The other solution is to just check if the roots of the derivative are also roots of the cubic polynomial if only 1 root was computed by the closed form algorithm. This doesn't have the numerical accuracy of the first way (which used bisectRoots when things went wrong) but it's much faster, doesn't have the multiple roots problem, and it's much simpler. I called your trySolve function on a few hundred polynomials with random roots in [-10, 10] and it never finds fewer roots than there actually are. Sometimes it finds 3 roots when there are only 2, but I don't think this is a huge problem. I've attached what I have so far. Regards, Denis. - Original Message - Hi Denis, I'm attaching a test program I wrote that compares the old and new algorithms. Obviously the old one missed a bunch of solutions because it classified all solutions as 1 or 3, but the new one also sometimes misses a solution. You might want to turn this into an automated test for the bug (and maybe use it as a stress test with a random number generator). I think one problem might be that you use is close to zero to check if you should use special processing. I think any tests which say do it this way and get fewer roots should be conservative and if we are on the borderline and we can do the code that generates more solutions then we should generate more and them maybe refine the roots and eliminate duplicates. That way we can be (more) sure not to leave any roots unsolved. ...jim import java.awt.geom.QuadCurve2D; import java.util.Arrays; import java.util.Random; import static java.lang.Math.abs; import static java.lang.Math.max; import static java.lang.Math.ulp; public class CubicSolver { public static int solveCubicOld(double eqn[], double res[]) { if (res == eqn) { // Copy the eqn so that we don't clobber it with the // roots. eqn = new double[4]; System.arraycopy(res, 0, eqn, 0, 4); } // From Numerical Recipes, 5.6, Quadratic and Cubic Equations double d = eqn[3]; if (d == 0.0) { // The cubic has degenerated to quadratic (or line or ...). return QuadCurve2D.solveQuadratic(eqn, res); } double a = eqn[2] / d; double b = eqn[1] / d; double c = eqn[0] / d; int roots = 0; double Q = (a * a - 3.0 * b) / 9.0; double R = (2.0 * a * a * a - 9.0 * a * b + 27.0 * c) / 54.0; double R2 = R * R; double Q3 = Q * Q * Q; a = a / 3.0; if (R2 Q3) { double theta = Math.acos(R / Math.sqrt(Q3)); Q = -2.0 * Math.sqrt(Q); res[roots++] = Q * Math.cos(theta / 3.0) - a; res[roots++] = Q * Math.cos((theta + Math.PI * 2.0)/ 3.0) - a; res[roots++] = Q * Math.cos((theta - Math.PI * 2.0)/ 3.0) - a; } else { boolean neg = (R 0.0); double S = Math.sqrt(R2 - Q3); if (neg) { R = -R; } double A = Math.pow(R + S, 1.0 / 3.0); if (!neg) { A = -A; } double B = (A == 0.0) ? 0.0 : (Q / A); res[roots++] = (A + B) - a; } // we need it to have length 4. We will put the roots of the derivative // in deriv[1] and deriv[2] final double[] deriv = {eqn[1], 2*eqn[2], 3*eqn[3], 0}; int critCount = QuadCurve2D.solveQuadratic(deriv, deriv); Arrays.sort(deriv, 0, critCount); Arrays.sort(res, 0, roots); // Even if there are fewer than 2 roots, this won't cause problems. deriv[2] = deriv[1]; deriv[1] = deriv[0]; // The roots of any polynomial must lie in [-M, M] where M = 1 + (max{i=0,n-1}abs(ai))/abs(an) // http://en.wikipedia.org/wiki/Sturm%27s_theorem#Applications // Wikipedia says this result is due to Cauchy. There's no proof in the link, // but I proved it myself (it's a bit long to include here). double M = 1 + max(max(abs(a), abs(b)),
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, What about logic like this: boolean checkRoots = false; if (D 0) { // 3 solution form is possible, so use it checkRoots = (D -TINY); // Check them if we were borderline // compute 3 roots as before } else { double u = ...; double v = ...; res[0] = u+v; // should be 2*u if D is near zero if (u close to v) {// Will be true for D near zero res[1] = -res[0]/2; // should be -u if D is near zero checkRoots = true; // Check them if we were borderline // Note that q=0 case ends up here as well... } } if (checkRoots) { if (num 2 (res[2] == res[1] || res[2] == res[0]) { num--; } if (num 1 res[1] == res[0]) { res[1] = res[--num]; // Copies res[2] to res[1] if needed } for (int i = num-1; i = 0; i--) { res[i] = refine(res[i]); for (int j = i+1; j num; j++) { if (res[i] == res[j]) { res[i] = res[--num]; break; } } } } Note that we lose the optimization of calculating just 2*u and -u for the 2 root case, but that only happened in rare circumstances. Also, if D is near zero and negative, then we generate 3 roots using transcendentals and potentially refine one away, but that should also be an uncommon situation and there but for the grace of being a tiny negative number would we have gone anyway so I think it is OK to take the long way to the answer. Also, one could argue that if we used the transcendentals to calculate the 3 roots, it couldn't hurt to refine the answers anyway. The other solutions should have higher precision, but the transcendental results will be much less accurate. Finally, this lacks the refine them anyway if any of them are near 0 or 1 rule - the original only did that if the transcendentals were used, but it would be nice to do that for any of the cases. It might make sense to have a variant that takes a boolean indicating whether to ensure higher accuracy around 0 and 1, but that would require an API change request... ...jim On 1/4/11 2:02 PM, Denis Lila wrote: Hi Jim. The test as it is has a test case (I just chose random numbers to check and got lucky - d'oh!) that generates 1 solution from the new code even though the equation had 2 distinct solutions that weren't even near each other... I figured out why this happens. It's because of cancellation in the computation of D (two large numbers are subtracted and the result is supposed to be 0 or close to 0, but it's about 1e-7, which wasn't enough to pass the iszero test). I've been working on this and I came up with a couple of different ways. They are in the attached file (it's a modified version of the file your CubicSolve.java). The first thing I did was to modify solveCubicOld. I tried to get a bit fancy and although I think I fixed the problems it had, the end result is ugly, complicated and it has small problems, like returning 3 very close roots when there should only be one. The other solution is to just check if the roots of the derivative are also roots of the cubic polynomial if only 1 root was computed by the closed form algorithm. This doesn't have the numerical accuracy of the first way (which used bisectRoots when things went wrong) but it's much faster, doesn't have the multiple roots problem, and it's much simpler. I called your trySolve function on a few hundred polynomials with random roots in [-10, 10] and it never finds fewer roots than there actually are. Sometimes it finds 3 roots when there are only 2, but I don't think this is a huge problem. I've attached what I have so far. Regards, Denis. - Original Message - Hi Denis, I'm attaching a test program I wrote that compares the old and new algorithms. Obviously the old one missed a bunch of solutions because it classified all solutions as 1 or 3, but the new one also sometimes misses a solution. You might want to turn this into an automated test for the bug (and maybe use it as a stress test with a random number generator). I think one problem might be that you use is close to zero to check if you should use special processing. I think any tests which say do it this way and get fewer roots should be conservative and if we are on the borderline and we can do the code that generates more solutions then we should generate more and them maybe refine the roots and eliminate duplicates. That way we can be (more) sure not to leave any roots unsolved. ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, I'm attaching a test program I wrote that compares the old and new algorithms. Obviously the old one missed a bunch of solutions because it classified all solutions as 1 or 3, but the new one also sometimes misses a solution. You might want to turn this into an automated test for the bug (and maybe use it as a stress test with a random number generator). I think one problem might be that you use is close to zero to check if you should use special processing. I think any tests which say do it this way and get fewer roots should be conservative and if we are on the borderline and we can do the code that generates more solutions then we should generate more and them maybe refine the roots and eliminate duplicates. That way we can be (more) sure not to leave any roots unsolved. The test as it is has a test case (I just chose random numbers to check and got lucky - d'oh!) that generates 1 solution from the new code even though the equation had 2 distinct solutions that weren't even near each other... ...jim CubicSolver.java Description: java/
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Unfortunately, this means that the names here and the values assigned to them and the comment above them conflict. If the variables could be named p/3 and q/2 then all would be clear, but I don't know how to do that naming very easily. Perhaps the comment could be simply reworded: // substitute blah blah blah // x^3 + Px + Q = 0 // Since we actually need P/3 and Q/2 for all of the // calculations that follow, we will calculate // p = P/3 // q = Q/2 // instead and use those values for simplicity of the code. Good point. Done. Line 1105 - single quotes in comments freaks out my version of gnuemacs. I usually try to avoid them, except in pairs, but there isn't a better way to word this comment. :-( We could always go with the method of Cardano, although that doesn't sound good at all. Or we could use a backtick instead of the single quote - it looks similar enough. Lines 1157-1163 - the old code used to copy the eqn before it got clobbered with roots. Here it is too late. You probably need to move this code up near line 1135 before the 3 roots are stuffed into the res array. (Did you test the eqn==res case?) You're right. I'm sorry about this. I noticed that the Casus irreducibilis case isn't in Cordano's method. He only finds roots for the 1 and 2 root case and punts for 3 roots. So, this is someone else's method. It would be nice to figure out who or what and list a reference, even though the Graphics Gems and the old code didn't. The closest reference I can find is unattributed on Wikipedia, but you could include it in a comment for reference: http://en.wikipedia.org/wiki/Cubic_function#Trigonometric_.28and_hyperbolic.29_method Done. Line 1133 - I don't understand why that term has -q in it. The above link and the original code both computed essentially the arccos of this formula without the negation of q. ??? Since acos(-v) == pi - acos(v) this would seem to negate the result and bias it by pi/3. Negating it won't affect the eventual cosine, but the bias by pi/3 will. Am I missing something? I think you are. What's going on is that our code is computing ret[0] = t2, ret[1] = t0, ret[2] = t1, where (t0, t1, t2 are the tk's from the wikipedia link). Let X = (3q/2p)*sqrt(-3/p) where p and q are the ones from the wikipedia article, not our code. So, when we do ret[0] = t * cos(phi), that's: = t * cos(acos(-X)) = t * cos(pi/3 - acos(X)) = t * cos(acos(X) - pi/3) = t * cos(acos(X) - pi/3 - pi) = t * cos(acos(X) - 2*2*pi/3) = t2 ret[0] and ret[1] are very similar to prove - you just add/subtract pi/3 from the argument to cos. I unfortunately don't have access to the icedtea servers at this moment, so I attached a patch. I hope that's ok. Regards, Denis. --- dashing/2d/jdk/src/share/classes/java/awt/geom/CubicCurve2D.java 2010-12-24 10:01:45.378556843 -0500 +++ cc2d/2d/jdk/src/share/classes/java/awt/geom/CubicCurve2D.java 2010-12-24 11:01:42.205614715 -0500 @@ -1083,24 +1083,63 @@ * @since 1.3 */ public static int solveCubic(double eqn[], double res[]) { -// From Numerical Recipes, 5.6, Quadratic and Cubic Equations -double d = eqn[3]; -if (d == 0.0) { -// The cubic has degenerated to quadratic (or line or ...). +// From Graphics Gems: +// http://tog.acm.org/resources/GraphicsGems/gems/Roots3And4.c +final double d = eqn[3]; +if (d == 0) { return QuadCurve2D.solveQuadratic(eqn, res); } -double a = eqn[2] / d; -double b = eqn[1] / d; -double c = eqn[0] / d; -int roots = 0; -double Q = (a * a - 3.0 * b) / 9.0; -double R = (2.0 * a * a * a - 9.0 * a * b + 27.0 * c) / 54.0; -double R2 = R * R; -double Q3 = Q * Q * Q; -a = a / 3.0; -if (R2 Q3) { -double theta = Math.acos(R / Math.sqrt(Q3)); -Q = -2.0 * Math.sqrt(Q); +/* normal form: x^3 + Ax^2 + Bx + C = 0 */ +final double A = eqn[2] / d; +final double B = eqn[1] / d; +final double C = eqn[0] / d; + + +// substitute x = y - A/3 to eliminate quadratic term: +// y^3 +Py + Q = 0 +// +// Since we actually need P/3 and Q/2 for all of the +// calculations that follow, we will calculate +// p = P/3 +// q = Q/2 +// instead and use those values for simplicity of the code. + +double sq_A = A * A; +double p = 1.0/3 * (-1.0/3 * sq_A + B); +double q = 1.0/2 * (2.0/27 * A * sq_A - 1.0/3 * A * B + C); + +/* use Cardano's formula */ + +double cb_p = p * p * p; +double D = q * q + cb_p; + +int num; +// XXX: we consider 0 to be anything within 1e-9 of 0. +// Is this really right? Maybe we should use a bound that
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Line 1099 - I decided to check out Cordano's method and noticed a discrepancy. The comment here says we are calculating the p and q for this equation, but the values assigned to the p and q variables in lines 1102,1103 happen to be p/3 and q/2. That's fine because almost all of the values needed in the remaining logic in Cordano's method actually need those values instead of the original p and q so it makes sense to calculate them up front. Unfortunately, this means that the names here and the values assigned to them and the comment above them conflict. If the variables could be named p/3 and q/2 then all would be clear, but I don't know how to do that naming very easily. Perhaps the comment could be simply reworded: // substitute blah blah blah //x^3 + Px + Q = 0 // Since we actually need P/3 and Q/2 for all of the // calculations that follow, we will calculate //p = P/3 //q = Q/2 // instead and use those values for simplicity of the code. Line 1105 - single quotes in comments freaks out my version of gnuemacs. I usually try to avoid them, except in pairs, but there isn't a better way to word this comment. :-( Lines 1157-1163 - the old code used to copy the eqn before it got clobbered with roots. Here it is too late. You probably need to move this code up near line 1135 before the 3 roots are stuffed into the res array. (Did you test the eqn==res case?) I noticed that the Casus irreducibilis case isn't in Cordano's method. He only finds roots for the 1 and 2 root case and punts for 3 roots. So, this is someone else's method. It would be nice to figure out who or what and list a reference, even though the Graphics Gems and the old code didn't. The closest reference I can find is unattributed on Wikipedia, but you could include it in a comment for reference: http://en.wikipedia.org/wiki/Cubic_function#Trigonometric_.28and_hyperbolic.29_method Line 1133 - I don't understand why that term has -q in it. The above link and the original code both computed essentially the arccos of this formula without the negation of q. ??? Since acos(-v) == pi - acos(v) this would seem to negate the result and bias it by pi/3. Negating it won't affect the eventual cosine, but the bias by pi/3 will. Am I missing something? ...jim On 12/20/2010 9:36 AM, Denis Lila wrote: Hi Jim. Lines 1094-1096, they could also be NaN if any of the numerators were also zero and these tests might fail (but only for the case of all of them being zero I guess, otherwise one of the other divisions would result in infinity). Are accidental infinities (caused by overflow rather than d==0.0) really a problem for the code to handle? I'm not sure if they're a problem, but I thought that case should have been handled just for robustness. However, I've changed the test to d==0 because testing for infinities should be done, but not there. For example, if the constant term was huge and d==0.5 we could get an infinity but that shouldn't really be handled as a quadratic polynomial. I will deal better with these cases in a future webrev. I just noticed that the code you are replacing actually used to refine the roots so maybe you should do some of this magic. I missed that in the original code. I changed it now. Also, in the webrev you'll find five regression tests that I would like to push to openjdk7. They test for various problems the rendering engine used to have. They're all pretty simple and I would appreciate it if you could take a quick look at them. They're in the same webrev as cc2d because it was more convenient for me, but obviously when/if they're pushed they will be a separate changeset. One more thing: there is a regression test for the rendering engine called TestNPE that I think is problematic because it doesn't necessarily test the rendering engine. It just draws an antialiased line, which could be handled in any number of ways, so it's not very robust. In fact, after we're done with the parallelogram pipelines, the code that used to throw the NPE won't even execute, making this test useless. We should either discard it or change it to use the rendering engine explicitly, like my tests do. What do you think? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
The regression tests for this bug do not call the method directly. They may exercise the function indirectly in some pipelines, but not all pipelines will use this method (the current version of Pisces in OpenJDK doesn't even use it until you integrate your other changes as far as I know). I'd write a regression test for this bug that is directly applicable to the method being tested (find what values are being handed to the method by these test cases and then just call Cubic.solveCubic directly with those values and figure out if the answers are reasonable). If you want to include these rendering tests as extra verification along with your other changes, then that is fine. Also, I think we might have a script that forceably checks the value of the @bug tag and ensures that it is a legal bug database number, so using a RedHat bug number won't work very well. Is there an existing bug that this could be tagged with? ...jim On 12/20/2010 9:36 AM, Denis Lila wrote: Hi Jim. Lines 1094-1096, they could also be NaN if any of the numerators were also zero and these tests might fail (but only for the case of all of them being zero I guess, otherwise one of the other divisions would result in infinity). Are accidental infinities (caused by overflow rather than d==0.0) really a problem for the code to handle? I'm not sure if they're a problem, but I thought that case should have been handled just for robustness. However, I've changed the test to d==0 because testing for infinities should be done, but not there. For example, if the constant term was huge and d==0.5 we could get an infinity but that shouldn't really be handled as a quadratic polynomial. I will deal better with these cases in a future webrev. I just noticed that the code you are replacing actually used to refine the roots so maybe you should do some of this magic. I missed that in the original code. I changed it now. Also, in the webrev you'll find five regression tests that I would like to push to openjdk7. They test for various problems the rendering engine used to have. They're all pretty simple and I would appreciate it if you could take a quick look at them. They're in the same webrev as cc2d because it was more convenient for me, but obviously when/if they're pushed they will be a separate changeset. One more thing: there is a regression test for the rendering engine called TestNPE that I think is problematic because it doesn't necessarily test the rendering engine. It just draws an antialiased line, which could be handled in any number of ways, so it's not very robust. In fact, after we're done with the parallelogram pipelines, the code that used to throw the NPE won't even execute, making this test useless. We should either discard it or change it to use the rendering engine explicitly, like my tests do. What do you think? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Lines 1094-1096, they could also be NaN if any of the numerators were also zero and these tests might fail (but only for the case of all of them being zero I guess, otherwise one of the other divisions would result in infinity). Are accidental infinities (caused by overflow rather than d==0.0) really a problem for the code to handle? I don't have any recommendations on your comment about the code that tests q for zero. You could probably check if 2*u and -u were distinct as an alternate test, but that would cost you a cbrt() call. In general, though, I'm guessing it's a rare case so saving the call to cbrt() is probably not important. I will note, though, that if a number is very close to 0, but not 0, then its cube root will be a larger number than the original. I just noticed that the code you are replacing actually used to refine the roots so maybe you should do some of this magic. However, it only bothered to refine the roots if there were 3 roots and they were near 0 or 1 (because that might cause the caller to reject the root if it fell on the wrong side of 0 or 1). Either way, look and see if fixRoots() and its friends are dead code now and/or if they should be replaced with your refinement techniques below. I tried to review the code for correctness of formulae, but since I never really understood how the first version worked (I just copied it from Numerical Recipes), all I could do was to compare to the old version that it was similar to. Frustratingly, the variable names conflicted and one of the values was calculated with reversed sign so it ended up being more frustrating than educational. :-( Since you apparently tested the new code extensively and got it from a source that had some amount of editorial review - I'll trust that process instead of my crossed eyes... ...jim On 12/15/2010 7:13 AM, Denis Lila wrote: Hi Jim. Also, I wrote new hit testing code in jdk6 that used bezier recursion to compute the values and it ran way faster than any root-finding methods (mainly because all you have to worry about is subdividing enough that the curve can be classified as above, below, or to the left or right and you're done), so the containment methods could probably be fixed by simply using the new code in sun.awt.geom.Curve and this method could be updated with the new equations you found and left as an approximate method like it always has been? Well, I already have half the code I need to implement the ideas I wrote, so... why not? However, making solveCubic that good does not really seem to be a high priority, so how about we quickly push just the new implementation I found so we can fix most cases where an obvious root is missed, then push this dashing/AA webrev (which will depend on the new solveCubic), then I can fix the implementation of intersect using the recursive subdivision you mentioned, and then I can take my time finishing the implementation of the ideas from my last e-mail (these bugs/rfes have waited 10+ years - they can wait 1-2 more months). Right now, I would like to give priority to better pisces support of the new parallelogram pipes and this bug: https://bugzilla.redhat.com/show_bug.cgi?id=662230 Here's the webrev for the new solveCubic implementation: http://icedtea.classpath.org/~dlila/webrevs/cc2d/webrev/ Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Also, I wrote new hit testing code in jdk6 that used bezier recursion to compute the values and it ran way faster than any root-finding methods (mainly because all you have to worry about is subdividing enough that the curve can be classified as above, below, or to the left or right and you're done), so the containment methods could probably be fixed by simply using the new code in sun.awt.geom.Curve and this method could be updated with the new equations you found and left as an approximate method like it always has been? Well, I already have half the code I need to implement the ideas I wrote, so... why not? However, making solveCubic that good does not really seem to be a high priority, so how about we quickly push just the new implementation I found so we can fix most cases where an obvious root is missed, then push this dashing/AA webrev (which will depend on the new solveCubic), then I can fix the implementation of intersect using the recursive subdivision you mentioned, and then I can take my time finishing the implementation of the ideas from my last e-mail (these bugs/rfes have waited 10+ years - they can wait 1-2 more months). Right now, I would like to give priority to better pisces support of the new parallelogram pipes and this bug: https://bugzilla.redhat.com/show_bug.cgi?id=662230 Here's the webrev for the new solveCubic implementation: http://icedtea.classpath.org/~dlila/webrevs/cc2d/webrev/ Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. You might want to submit it as a separate push and get credit for fixing 4645692 (solveCubic doesn't return all answers), Sure, that sounds good. Reading through the code I found, I spotted a few things that might have been problematic in some extremely rare cases. I've been working on making it extra robust. I think I'm pretty close to finishing. I have one question though: how fast does this have to be? I can come up with fairly reasonable examples for which both CubicCurve2D.solveCubic and the implementation I found give very inaccurate results (i.e. evaluating the cubic on the computed roots gives numbers as high as 1e-4). I read on the bug reports that what we should do is treat the closed form as a crude approximation and then use the Newton method to really find the roots. I like this idea (with perhaps the exception of the Newton method - I think we might be better off using something like false position, or even simply a binary search). The binary search gives results that when evaluated are as small as 1e-17 which is as close to correct as possible in double precision (because my termination condition was while(middle != start middle != end)). That didn't even take an outrageous number of iterations - 77 was the highest I observed. 4724552 4493128 4074742 4724556 (etc. Those were just the bugs I found on the first 2 pages of a bug database search) Double (triple, etc.) credit - woohoo! ;-) Isn't there some sort of diminishing returns after the first duplicate ;-) Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, That sounds like some very good ideas for making this method very accurate. On the other hand, we're starting to get into the territory where an advanced math package should be catering to these requirements. The solveCubic was an internal helper function for implementing the hit testing methods that I decided to make public back in 1.2 days. There's a question on how much accuracy we should bother with. Also, I wrote new hit testing code in jdk6 that used bezier recursion to compute the values and it ran way faster than any root-finding methods (mainly because all you have to worry about is subdividing enough that the curve can be classified as above, below, or to the left or right and you're done), so the containment methods could probably be fixed by simply using the new code in sun.awt.geom.Curve and this method could be updated with the new equations you found and left as an approximate method like it always has been? ...jim On 12/14/2010 5:57 PM, Denis Lila wrote: Hi Jim. How big are these errors expressed as multiples of the ULP of the coefficients? Obviously 1e-17 is a lot smaller than 1e-4, but was 1e-17 representing just a couple of bits of error or was it still way off with respect to the numbers being used? And were these fairly obscure equations that were off? The coefficients I used were eqn={-0.1, 0, 1, 1e-7} so compared to the ulps of the coefficients, 1e-4 is pretty large. I'm about to go now, but I would like to write this idea first: it seems to me like the number of roots reported is much more important than whether their accuracy is 1e-4 or 1e-17. So, how about we solve for the roots of the derivative (which can be done very quickly). Computing lim{x--+/-inf}f(x) is very easy (just a test on the most significant coefficient). We can then evaluate the polynomial on the critical points and this would allow us to very quickly compute the exact number of roots. If the number computed using the closed form formula does not match the real number, we do some refining work. If we really wanted to optimize, we could also record how close constants like D and q are to 0, and if they're within a certain threshold, we could mark the roots they spawn as suspicious, and only do the test in the above paragraph (i.e. solving for critical points) if there are suspicious roots. And if the computed numbers of roots don't match up, we could concentrate on refining only the suspicious roots. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Woohoo! :) How often do we end up needing getTCloseTo in practice? It depends on the ratios of the lengths of the sides of the control polygon. The closer they are to 1, the less we need it. I'm not sure how to answer more precisely - for that I would need a representative sample of curves drawn in practice. I was thinking of, say, when applied to a circle. Does that get by without needing getTCloseTo? I tested it on a couple of quarter circles of greatly varying radii, and surprisingly, it does get by without needing getTCloseTo (or its equivalent, after your flattening proposal in your previous e-mail). Good job! Well, thanks for all your help. Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. With respect to finding a cubic root, currently you are doing that in 2 dimensions, but what if we converted to 1 dimension? Consider that the control polygon is fairly linear. What if we rotated our perspective so that it was horizontal and then squashed it flat? Consider instead a 1 dimensional bezier with control values of: (where |mn| is the length of the m-n control polygon of the original curve - sum of all segments from point m to point n) 0.0, |01|, |02|, |03| I had thought of something like this but I was afraid that the loss of Curve.java:141-152 would hurt accuracy. I implemented this though, and testing shows that that's not a problem. This should also double the performance of the computation since we only run one cubic root finder, and that was the major bottleneck. I updated the webrev. Should I remove some no longer needed methods, like getTCloseTo? Solve that 1 dimensional bezier for v=(leaflen*polylen)/linelen... Don't you mean (targetLength - lenAtLastT) * polylen / leaflen? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi again. I found an implementation of a closed form cubic root solver (from graphics gems): http://read.pudn.com/downloads21/sourcecode/graph/71499/gems/Roots3And4.c__.htm I did some micro benchmarks, and it's about 25% slower than the one I have. I'm thinking we should use it anyway because it's much better in every other way: it finds all roots, it doesn't make its callers give it a root array that is longer than the total number of roots, and most importantly, it doesn't fail because of an iteration upper bound. From my testing, I noticed that this happens too frequently for comfort in my cubicRootsInAB. I haven't noticed any rendering artifacts caused by this, but I also haven't tried rendering every possible curve and it's better to prevent bugs than fix them. What do you think? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Very nice! How does it compare to CubicCurve.solveCubic() (which I know has issues with the 2 root case, but I got it from a reliable source - some textbook on Numerical Recipes)? Also, one area that I had issues with the version I used in CC2D was that it chose a hard cutoff to classify the number of points and floating point errors might cause a given cubic to jump over that point despite the fact that the equation was of the other form. Hopefully that jumping between root counts only happens when two roots are very close to each other so that the choice is between listing N or N+epsilon and N-epsilon - I can live with that inaccuracy, but it seemed like the version in CC2D might choose between it's either a single root of 4.25, or three roots of -127.3, 23.5, and 42.6 and I would scratch my head and think - wow, what a difference a bit made! Luckily I don't think we actually ever relied on CC2D.solveCubic for correctness in any of our code, but it would be nice to fix it if a more stable method is available. ...jim On 12/13/2010 12:23 PM, Denis Lila wrote: Hi again. I found an implementation of a closed form cubic root solver (from graphics gems): http://read.pudn.com/downloads21/sourcecode/graph/71499/gems/Roots3And4.c__.htm I did some micro benchmarks, and it's about 25% slower than the one I have. I'm thinking we should use it anyway because it's much better in every other way: it finds all roots, it doesn't make its callers give it a root array that is longer than the total number of roots, and most importantly, it doesn't fail because of an iteration upper bound. From my testing, I noticed that this happens too frequently for comfort in my cubicRootsInAB. I haven't noticed any rendering artifacts caused by this, but I also haven't tried rendering every possible curve and it's better to prevent bugs than fix them. What do you think? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Those sound like just the kind of problems I believed existed in the CC2D algorithm. You might want to submit it as a separate push and get credit for fixing 4645692 (solveCubic doesn't return all answers), and maybe even the following failures in the containment methods (which could be closed as dups if this fixes the problems) as well: 4724552 4493128 4074742 4724556 (etc. Those were just the bugs I found on the first 2 pages of a bug database search) Double (triple, etc.) credit - woohoo! ;-) ...jim On 12/13/2010 2:30 PM, Denis Lila wrote: Very nice! How does it compare to CubicCurve.solveCubic() (which I know has issues with the 2 root case, but I got it from a reliable source - some textbook on Numerical Recipes)? I wrote a tests that generated 2559960 polynomials, and in 2493075 of those, the computed roots were identical to within 1e-9. They were different in the remaining 66885 cases, so that's 97.4% agreement. I've looked through some of the differences, and in every case the function from graphics gems is better in one of two ways: 1. the gg version will report more roots than the cc2d version, in which case the polynomial has a double root and the cc2d version completely misses it (example poly: a=19.00, b=-20.00, c=-17.00, d=18.00, where cc2d misses the root at 1). 2. the gg version will report fewer roots than the cc2d version, in which case there was a 0 root and the cc2d version incorrectly split it into -1e-163 and 1e-163. So, the graphics gems version seems to be much more stable. It does have a problem where it can return NaN sometimes, because it assumes that the polynomial is not a quadratic one, but that can easily be fixed. So, should I put this new cubic root finder in CubicCurve.solveCubic and use that in pisces? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Actually, even if the lengths aren't close the lengths may give you enough information about the acceleration along the curve that you can do a decent approximation of the accelerated T value. The T could be biased by some formula that is weighted by the ratios of the control polygon lengths. As a very crude example, say you assumed that if the scaled leaf length fell into the first polygon segment's length then t should be proportionally a value from 0 to 1/3, and if it fell between the first poly len and the second then it would be proportionally a value from 1/3 to 2/3, etc. The code might look like this: I implemented this, and I'm not sure how to use this new approximation. I mean, currently there are really two t's. The first one is the parameter along the line connecting the 2 endpoints of the curve and the second is the result that we return. We can't use this new approximation to replace the first t, because for a curve like (0,0),(1000,0),(1000,0),(1000,0) and a desired length of 500, the t would be 1/6, so the computed (x,y) would be (1000/6,0) instead of (500,0), which would be right (and which is what we compute now). The only sensible way to use this kind of approximation would be as a direct replacement for getTCloseTo. I tried that, and its quality to speed ratio compared to getTCloseTo is remarkably good, but it's not really usable because the differences are very noticeable. I'll try to implement a good cubic root finder this weekend, and maybe then getTCloseTo will be much faster and we won't have to worry about this. (Also, note that in the original code we probably would have just been dashing along the flattened curve anyway and so we might have just been using the raw linear t in that case - so anything we do here is a refinement of what we used to do and icing on the cake to some extent)... I'd say the dashing precision is better than what we used to have. It's only slightly better, but even that is impressive when you consider that we were doing up to 1024 subdivisions before, and now it's only 16, I think. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. By without this optimization do you mean back when you did a full scan for the proper T? Yes. The improvement shown by the bench marks is substantial. Then this is great news! Indeed :-) How often do we end up needing getTCloseTo in practice? It depends on the ratios of the lengths of the sides of the control polygon. The closer they are to 1, the less we need it. I'm not sure how to answer more precisely - for that I would need a representative sample of curves drawn in practice. However, I did run dashing and stroking benchmarks. Stroking shows 25% speedup (because of the refinements to the transform pipeline) and cubic dashing has improved by 80%. Of course, all this is useless if I've done something to make things look horrible, so I'm going to run the gfx tests again. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: ...jim On 12/8/2010 1:54 PM, Denis Lila wrote: Hi Jim. How about if the 3 segments of the control polygon are all close to each other in length and angle, then the optimization applies. Is that easy to test? Hmm, that would actually be extremely easy to test and it would cost almost nothing. We already compute the control polygon lengths in onLeaf, and we're already assuming that every leaf is flat enough, so we probably don't even need to check the angles. Comparing lengths should be good enough. I'll try this out. I implemented this and updated the webrev. I tested on a few curves with very high and very low accelerations. The results were identical to what I used to get without this optimization. When the curve has no acceleration, all calls of getTCloseTo are skipped. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Of course, all this is useless if I've done something to make things look horrible, so I'm going to run the gfx tests again. I just ran them. All is good. The only change compared to the old test result is that the number of dashed round rectangles that are identical to what is produced by the closed source code has doubled. This isn't all that significant, since it has gone from 4 identical images out of 162 total images to images to 8 out of 162, but it's still nice, and it definitely means that nothing has gotten worse. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
On 12/10/2010 8:27 AM, Denis Lila wrote: Hi Jim. Yes. The improvement shown by the bench marks is substantial. Then this is great news! Indeed :-) Woohoo! How often do we end up needing getTCloseTo in practice? It depends on the ratios of the lengths of the sides of the control polygon. The closer they are to 1, the less we need it. I'm not sure how to answer more precisely - for that I would need a representative sample of curves drawn in practice. I was thinking of, say, when applied to a circle. Does that get by without needing getTCloseTo? However, I did run dashing and stroking benchmarks. Stroking shows 25% speedup (because of the refinements to the transform pipeline) and cubic dashing has improved by 80%. Of course, all this is useless if I've done something to make things look horrible, so I'm going to run the gfx tests again. Good job! ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, The example I gave was intended to be very crude - I was simply describing the technique, but as I said it would require better math to really know what the right formula would be. With respect to finding a cubic root, currently you are doing that in 2 dimensions, but what if we converted to 1 dimension? Consider that the control polygon is fairly linear. What if we rotated our perspective so that it was horizontal and then squashed it flat? Consider instead a 1 dimensional bezier with control values of: (where |mn| is the length of the m-n control polygon of the original curve - sum of all segments from point m to point n) 0.0, |01|, |02|, |03| Solve that 1 dimensional bezier for v=(leaflen*polylen)/linelen... ...jim On 12/10/2010 8:23 AM, Denis Lila wrote: Hi Jim. Actually, even if the lengths aren't close the lengths may give you enough information about the acceleration along the curve that you can do a decent approximation of the accelerated T value. The T could be biased by some formula that is weighted by the ratios of the control polygon lengths. As a very crude example, say you assumed that if the scaled leaf length fell into the first polygon segment's length then t should be proportionally a value from 0 to 1/3, and if it fell between the first poly len and the second then it would be proportionally a value from 1/3 to 2/3, etc. The code might look like this: I implemented this, and I'm not sure how to use this new approximation. I mean, currently there are really two t's. The first one is the parameter along the line connecting the 2 endpoints of the curve and the second is the result that we return. We can't use this new approximation to replace the first t, because for a curve like (0,0),(1000,0),(1000,0),(1000,0) and a desired length of 500, the t would be 1/6, so the computed (x,y) would be (1000/6,0) instead of (500,0), which would be right (and which is what we compute now). The only sensible way to use this kind of approximation would be as a direct replacement for getTCloseTo. I tried that, and its quality to speed ratio compared to getTCloseTo is remarkably good, but it's not really usable because the differences are very noticeable. I'll try to implement a good cubic root finder this weekend, and maybe then getTCloseTo will be much faster and we won't have to worry about this. (Also, note that in the original code we probably would have just been dashing along the flattened curve anyway and so we might have just been using the raw linear t in that case - so anything we do here is a refinement of what we used to do and icing on the cake to some extent)... I'd say the dashing precision is better than what we used to have. It's only slightly better, but even that is impressive when you consider that we were doing up to 1024 subdivisions before, and now it's only 16, I think. Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. The main problem is that must doesn't exist for IEEE floating point numbers. You can find the root for one of the endpoints and it may return t = -.1 even though the value exactly matched the endpoint, but after all the math was said and done the answer it came up had the bit pattern for a tiny negative number, not 0 (or 1.0001). That t value would be rejected and then you'd have no roots. That's true. That's what I meant when I said finite precision math doesn't necessarily care what calculus says ;-) It's not hurting anything and we may find it useful in other contexts. We probably should have put it in a more generic package. Sounds good. I suppose we can move it if the need ever arises. Shouldn't it be [A, B]? I thought about this when implementing it, but I don't think it mattered whether it was closed or half open, and the closed interval would have been somewhat more awkward to implement. getMaxAcc functions - don't we want the furthest value from 0, positive or negative? You are looking for most positive value and negative accelerations are equally problematic, aren't they? If so then these functions need some work. You're right about both, but there's a much more serious problem that I didn't think of when writing them: the value I compute in the if statement in Dasher:355 is not an upper bound on the acceleration of the curve. The acceleration is: C'(t).dot(C''(t))/len(C'(t)) which in terms of the parameter polynomials is (x'(t)*x''(t) + y'(t)*y''(t))/sqrt(x'(t)^2 + y'(t)^2) What those functions would compute if they were correct would be max(abs(x''(t))) and max(abs(y''(t))), and the sum of these is not closely related to the maximum absolute acceleration, which is what we want. Without the upper bound property, I don't think it's a very meaningful test, and I think we should abandon this optimization. Do you agree? Regards, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
On 12/8/2010 9:37 AM, Denis Lila wrote: Shouldn't it be [A, B]? I thought about this when implementing it, but I don't think it mattered whether it was closed or half open, and the closed interval would have been somewhat more awkward to implement. I'm not sure how the closed interval is awkward. Isn't it just proper choice of = and = vs. and in the testing method? getMaxAcc functions - don't we want the furthest value from 0, positive or negative? You are looking for most positive value and negative accelerations are equally problematic, aren't they? If so then these functions need some work. You're right about both, but there's a much more serious problem that I didn't think of when writing them: the value I compute in the if statement in Dasher:355 is not an upper bound on the acceleration of the curve. The acceleration is: C'(t).dot(C''(t))/len(C'(t)) which in terms of the parameter polynomials is (x'(t)*x''(t) + y'(t)*y''(t))/sqrt(x'(t)^2 + y'(t)^2) What those functions would compute if they were correct would be max(abs(x''(t))) and max(abs(y''(t))), and the sum of these is not closely related to the maximum absolute acceleration, which is what we want. Without the upper bound property, I don't think it's a very meaningful test, and I think we should abandon this optimization. Do you agree? How about if the 3 segments of the control polygon are all close to each other in length and angle, then the optimization applies. Is that easy to test? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
I'm not sure how the closed interval is awkward. Isn't it just proper choice of = and = vs. and in the testing method? In the filtering function, yes, but I was referring to cubicRootsInAB in Helpers:122-133 where we iterate through intervals. For each interval, we have the values of the function at the ends, and if the left one is 0, we just add it as a zero and skip the call to CubicNewton. In order to get roots in [A,B], we would either have to test both endpoints (which would be more expensive and it would force us to find a way of avoiding duplicate roots), or we would have to deal with the last interval as a special case. The latter is not that bad, but it is more awkward than what we have now. How about if the 3 segments of the control polygon are all close to each other in length and angle, then the optimization applies. Is that easy to test? Hmm, that would actually be extremely easy to test and it would cost almost nothing. We already compute the control polygon lengths in onLeaf, and we're already assuming that every leaf is flat enough, so we probably don't even need to check the angles. Comparing lengths should be good enough. I'll try this out. Thank you, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 12/8/2010 12:04 PM, Denis Lila wrote: I'm not sure how the closed interval is awkward. Isn't it just proper choice of = and= vs. and in the testing method? In the filtering function, yes, but I was referring to cubicRootsInAB in Helpers:122-133 where we iterate through intervals. For each interval, we have the values of the function at the ends, and if the left one is 0, we just add it as a zero and skip the call to CubicNewton. In order to get roots in [A,B], we would either have to test both endpoints (which would be more expensive and it would force us to find a way of avoiding duplicate roots), or we would have to deal with the last interval as a special case. The latter is not that bad, but it is more awkward than what we have now. Perhaps it would be better if RootsInAB would advertise that it is returning approximations of a high precision, but they won't be exact and roots near the endpoints may not be caught and so the caller should be prepared to evaluate the endpoints manually to see if they represent interesting values for the purposes of why the roots were requested. And then do that in the functions that call it. How about if the 3 segments of the control polygon are all close to each other in length and angle, then the optimization applies. Is that easy to test? Hmm, that would actually be extremely easy to test and it would cost almost nothing. We already compute the control polygon lengths in onLeaf, and we're already assuming that every leaf is flat enough, so we probably don't even need to check the angles. Comparing lengths should be good enough. I'll try this out. Actually, even if the lengths aren't close the lengths may give you enough information about the acceleration along the curve that you can do a decent approximation of the accelerated T value. The T could be biased by some formula that is weighted by the ratios of the control polygon lengths. As a very crude example, say you assumed that if the scaled leaf length fell into the first polygon segment's length then t should be proportionally a value from 0 to 1/3, and if it fell between the first poly len and the second then it would be proportionally a value from 1/3 to 2/3, etc. The code might look like this: polylen = l01 + l12 + l23 linelen = l03 // If l01==l12==l23 then most of the following becomes // a NOP and t=leaflen/linelen polyleaflen = leaflen * polylen / linelen; if polyleaflen l01 then t = (polyleaflen/l01)/3 else if polyleaflen l01+l12 then t = ((pll-l01)/l12 + 1)/3 else if t = ((pll-l01-l12)/l23)+2)/3 An even better approximation would involve some more math, but that might be better than simply using the linear interpolation along the segment connecting their endpoints. (Also, note that in the original code we probably would have just been dashing along the flattened curve anyway and so we might have just been using the raw linear t in that case - so anything we do here is a refinement of what we used to do and icing on the cake to some extent)... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. I'm sure you will likely find a root, but the method you are using is roots*inAB* which may throw the root out because it is out of range, no? I'm sure some roots will be thrown out, but I think in every call of getTCloseTo there will be at least one root that isn't thrown out. That's because our [A,B) is always [0, 1), and the point x,y that we pass to getTCloseTo lies on the line joining the endpoints of the curve on which getTCloseTo is called, so there must be some root in [0, 1). In fact, there will be two roots, one for each parametric polynomial. Read the IEEE spec on NaN. It's a special value that has this bizarre property that it is the only number that is not equal to itself. ;-) In fact, the test for NaN is usually if (x == x) notNaN else NaN. If you want to be explicit and formal then you can use the static Float.isNaN() method (which is essentially that test - x!=x). Interesting. I did not know that. I fixed these. A lot of the lines before you test MaxAcc are not needed unless you go into the if. In particular, x,y,[xy][01] are only used if you call getTCloseTo(). Fixed. Actually I think you've updated the AFD code so I should really take a look... :-( ;-) Oh, of course! I completely forgot about that. I think I only changed the quadratic AFD code to take into account the constant acceleration of quadratic curves. The problem is that normalization needs proper sub-pixel positioning so you need to hand it the true device space coordinates with proper translation. You need this: Right, so I was wrong about normalization and translation being commutative. Using these two methods I don't think you need any transforms other than the original one - so all you need is strokerat which replaces both outat and inat and is either null (no special transform needed) or the original AT when special transforms are needed... I implemented your way. I couldn't get rid of outat, however. In that case where we have to apply a non orthogonal transform with no normalization we want to just apply the transform at the end of stroking and feed stroker untransformed paths. So, now I have both outat and strokerat. At least one of them must always be null. In the case I mention above, strokerat will be null, and the calls to *deltaTransformConsumer(pc2d, strokerat) won't do anything, but the transformConsumer(pc2d, outat) call will take care of the post stroker transformation. I don't think the TranslateFilter will ever be used, because transformConsumer is now called only with outat, which cannot be a translation. So we may want to remove it. I also fixed the filterOutNotInAB function. It was violating cubicRootsInAB's spec by filtering out everything not in (A, B), as opposed to everything not in [A, B), which is what it should do. I uploaded the new webrev. Thank you, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 12/6/2010 4:21 PM, Denis Lila wrote: Hi Jim. line 134 - what if numx or numy == 0 because only roots outside [0,1] were found? In this case lines 151-162 will execute, and nothing is wrong. The only problem is when both numx and numy are 0. This is certainly possible in the general case (but only with quadratic curves), but the way we're using this function, the intermediate value theorem guarantees at least one root will be found. Of course, finite precision math doesn't necessarily care what calculus has to say, but in this case I can't see how the root computation could fail. On the other hand, one could argue that this is exactly why we need to defend against this case, so I've added some checks. line 145 - what if d0 and d1 are both 0? NaN results. What if you just used a simple d0 d1 ? tx : ty - how far off would that be? I tried that out on a curve with very high acceleration, and it makes a noticeable difference. So, instead I'm using if (w0 == Float.NaN) { return tx; } Same thing on Dasher line 363 where you also test for NaN. line 357 - another optimization would be to check the acceleration in the range and if it is below a threshold then simply use the t from line 348 as the t for the split I like this. I tried implementing it. I haven't tested it yet though, and I still have to pick a good cutoff acceleration. For now I'm using 1/leaflen. We definitely don't want it to just be a constant, since the longer the leaf, the worse it will be to allow acceleration, so for longer leaves we want to skip the getTCloseTo call only if the acceleration is smaller. Renderer.java: Is this just a straight copy of what I was working on? I'm pretty sure it is, yes. TransformingPathConsumer2D: Any thoughts on whether we need translation in the scale filter and whether a 4-element non-translation filter would be useful? I think the current code that drives this passes in the
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 12/6/2010 4:21 PM, Denis Lila wrote: Hi Jim. line 134 - what if numx or numy == 0 because only roots outside [0,1] were found? In this case lines 151-162 will execute, and nothing is wrong. The only problem is when both numx and numy are 0. This is certainly possible in the general case (but only with quadratic curves), but the way we're using this function, the intermediate value theorem guarantees at least one root will be found. Of course, finite precision math doesn't necessarily care what calculus has to say, but in this case I can't see how the root computation could fail. On the other hand, one could argue that this is exactly why we need to defend against this case, so I've added some checks. I'm sure you will likely find a root, but the method you are using is roots*inAB* which may throw the root out because it is out of range, no? In looking at that method it looks like the cubic handling code tries 0 and 1 in addition to the critical points it finds using a root, but the quadratic code that it chooses if a==0 will throw out all roots outside the 0,1 range and may end up with 0 answers. The cubic code further can reject all of the points (if they are all non-zero and same sign) and also return no answers, but may have fewer cases where it would do that. Still, my point was not that you might fail to find a root, but that the roots may get rejected and end up with no answers in range. line 145 - what if d0 and d1 are both 0? NaN results. What if you just used a simple d0 d1 ? tx : ty - how far off would that be? I tried that out on a curve with very high acceleration, and it makes a noticeable difference. So, instead I'm using if (w0 == Float.NaN) { return tx; } Read the IEEE spec on NaN. It's a special value that has this bizarre property that it is the only number that is not equal to itself. ;-) In fact, the test for NaN is usually if (x == x) notNaN else NaN. If you want to be explicit and formal then you can use the static Float.isNaN() method (which is essentially that test - x!=x). Same thing on Dasher line 363 where you also test for NaN. line 357 - another optimization would be to check the acceleration in the range and if it is below a threshold then simply use the t from line 348 as the t for the split I like this. I tried implementing it. I haven't tested it yet though, and I still have to pick a good cutoff acceleration. For now I'm using 1/leaflen. We definitely don't want it to just be a constant, since the longer the leaf, the worse it will be to allow acceleration, so for longer leaves we want to skip the getTCloseTo call only if the acceleration is smaller. A lot of the lines before you test MaxAcc are not needed unless you go into the if. In particular, x,y,[xy][01] are only used if you call getTCloseTo(). Renderer.java: Is this just a straight copy of what I was working on? I'm pretty sure it is, yes. Actually I think you've updated the AFD code so I should really take a look... :-( ;-) TransformingPathConsumer2D: Any thoughts on whether we need translation in the scale filter and whether a 4-element non-translation filter would be useful? I think the current code that drives this passes in the full transform and its inverse, but it could just as easily do delta transforms instead and save the adding of the translation components... I thought about this long ago, but I wasn't sure it wouldn't break anything. Today, I got a bit more formal with the math, and I think it's ok to eliminate the translation. I've implemented this (though, I haven't had time to test it yet. That's for tomorrow). Right now you have (note that the common terminology for transform without translation is delta transform): PathIterator = DeltaAT = Normalize = DeltaInverseAT = strokers = FullAT = renderer The problem is that normalization needs proper sub-pixel positioning so you need to hand it the true device space coordinates with proper translation. You need this: PathIterator = FullAT = Normalize = DeltaInverseAT = strokers = DeltaAT = renderer I would skip the creation of atNotTranslationPart and just inverse the original transform (since I don't think the inversion is affected by translation - you can see this in the calculations in AT.createInverse()), and then have the transforming consumers apply a delta transform - i.e. create a TPC2D.deltaTransformConsumer() method which would apply just the non-translation parts of AT to the consumer. If you want to get really fancy with optimizations you could have an inverseDeltaTransformConsumer() method that would calculate the inversions on the fly to avoid construction of a scratch AT. Since it is just weird transpose with signs and divide by the determinant in the most general case and even simpler (invert Mxx
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. I have a new webrev: http://icedtea.classpath.org/~dlila/webrevs/perfWebrev/webrev/ How about looking more at the stroking end of the process and I'll dig a little more into optimal rasterization code. I have a lot of experience with optimizing rasterizer code (and JNI if it comes to that), but very little with the curve manipulations involved in stroking (math is so *hard* at my age ;-)... I tried to do this. I used the netbeans compiler, and it said that a large chunk of the time (about 12% is spent in curveTo). curveTo does almost nothing: it just packs up the curve array and delegates to somethingTo. This makes me think that there's not a whole lot that can be done to improve Stroker's performance (I'm ok with this, since J2DBench and Java2DDemo animation frame rates both say that non antialiased and non dashed performance is better than even closed source java). I did make one small change though: I inlined the calls to dxat, dyat, ddxat, ddyat in ROCsq because the profiler said that a lot of time was spent there. This made a surprisingly large difference (but still not that great overall). I also fixed the dashing performance degradation. I removed the binary sort, and am now using getCubicRoots to find the t where to split. Another hugely significant change was using Math.sqrt instead of Math.hypot in the implementation of Helpers.linelen. I had been meaning to do this for a while, since sqrt is about 100 times faster on my machine than hypot, but I didn't realize it would have such a large impact on dashing. Anyway, dashing is now much, much faster than before. It is even faster than the flattening version we used to use. The precision might not be as good as the current, slow implementation, but it's only noticeable for curves with a lot of acceleration, and even then only if you do a side by side comparison of the 2 implementations. The benchmarks display a 200%-500% improvement, so I think it is well worth it. Unfortunately curve dashing is still a bit slower than the closed source counterpart, but not by much. I also tweaked the AFD algorithm for quadratic curves. It's a bit faster now. A while ago you made a suggestion on how to improve anti aliasing performance: Here are my thoughts: - Currently Renderer has more stages than we probably should have: for (each full pixel row) { for (each subpixel row) { for (each curve on subpixel row) { convert curve into crossing crossing is (subpixelx:31 + dir:1) } sort crossings for subpixel row apply wind rule and convert crossings into alpha deltas } convert alpha deltas into run lengths } for (each tile) { convert run lengths into alphas } I'm thinking we should be able to get rid of a couple of those stages... - One alternate process would be: (all work is done in the tail end of the cache itself) for (each full pixel row) { for (each curve on full pixel row) { convert curve into N subpixel crossings (subpixelx:28 + subpixelfracty:3 + dir:1) } } sort all crossings for entire pixel row maybe collapse raw crossings into modified accumulated crossings record start of row in index array for (each tile) { convert raw or collapsed crossings directly into alphas } Note that we could simply leave the raw crossings in the cache and then process them in the tile generator, but that would require more storage in the cache since a given path would tend to have 8 different entries as it crossed every subpixel row. If we collapse them, then we can sum the entries for a given x coordinate into a single entry and store: (pixelx:25 + coveragedelta:7) where the coverage delta is a signed quantity up to N_SUBPIX^2 so it uses the same storage we needed for the subpixel parts of both X and Y plus the direction bit. It likely needs a paired value in the next x pixel location just like our current alpha deltas needs as well. If we wanted to optimize that then we could devote one more bit to the next pixel will consume all of the remainder of the N^2 coverage, but there would be cases where that would not be true (such as if the pixel row has only partial vertical coverage by the path). It's probably simpler to just have deltas for every pixel. The storage here would likely be similar to the storage used for the current cache since the current RLE cache uses 2 full ints to store a coverage and a count. And in cases where we have one pixel taking up
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Did you have to modify the AFD code for this (in terms of changing their limit constants to get good results)? No, I didn't. By handling non monotonic curves, the AFD algorithm is going through more iterations, but the only way in which this could be a problem is through accumulation of numerical inaccuracies, and I don't think we do enough iterations for this to start causing perceptible problems. I haven't noticed anything in all my testing. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 11/9/2010 3:06 PM, Denis Lila wrote: I see. In that case, I think it's a good idea if we don't make curves monotonic. I already did this, by moving the edgeMin/axX/Y handling and orientation computations in addLine. This did make it slower compared to the file you sent me, but only by very, very little. Curves were affected the most, and they were only 1% slower. I think we can handle this, especially since lines were about 1% faster. The code is also 70 lines shorter. The edgeM* members are used only so we don't have to iterate through every scanline if this is not necessary, and so that we can tell PiscesCache that the bounding box is smaller than what Renderer is given. However, now that we keep the bucket list, I think it would be more efficient if we got rid if EdgeM[in|ax]Y and simply computed the y bounds by looking at the head and tail of the bucket list. That makes sense. We calculate that per-edge anyway so the edgeMy constants are redundant. Also, perhaps we can keep track of edgeM[in|ax]X using the bounding boxes of curves, instead of the lines in the flattened curves. This would not be accurate, but I don't think it would affect rendering. It would simply result in a few more alpha boxes than necessary. I don't think these would be too bad, because mostly they're just going to be all 0 so they will be skipped because getTypicalAlpha() is now implemented. How do you think we should handle these 4 variables? I think this is probably OK, but let me play with it a bit and see what I come up with. For one thing, the extra slop may not be large enough to trigger a full tile of 0's - there would have to be 32-pixel borders for that to happen. If we get rid of the redundant edgeMy calculations then we might be able to do edgeMx calculations on each edge without losing any performance... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. - get rid of edgeMxy in all methods but addLine() - addLine computes min/max of first/lastScanline - addLine also computes min/max of x1,x2 values this turned out to be just about the same speed for my FX rendering version (which I believe is more sensitive than the way it is integrated into JDK, so it should be even less noticeable in JDK). It also paved the way for a couple of other optimizations that ended up netting about 1FPS for my current test case that I use so I'm happy for now. The code is a lot simpler now... I also implemented what you describe and those are exactly my results too. I implemented my ideas for optimizing edgeM[in|ax]Y too, but it turned out not to make any difference whatsoever. I should note that my benchmarks say the performance on horizontal lines has decreased by 32% compared to the version where we qsorted everything. The benchmark report says the overall performance has stayed the same because every test other than horizontal lines is performing better by about 2-6%. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: I ended up going with: ...jim On 11/9/2010 3:26 PM, Denis Lila wrote: Hi again. I just thought of this: if we're really concerned about the accuracy of the edgeMinX edgeMaxX variables, we could find the curves' critical points and use them to compute the min/max X values. After all, we're creating (or rather setting) the Curve objects anyway. This isn't as fast as using the bounding boxes, but it's close and much more accurate. Regards, Denis. - Denis Liladl...@redhat.com wrote: Hi Jim. All lines generated from a given allegedly monotonic curve are recorded with the same or (orientation) value. But, if the curves are not truly monotonic then it might be theoretically possible to generate a line that is backwards with respect to the expected orientation. It would then get recorded in the edges array with the wrong orientation and slope and then rasterization might unravel. I see. In that case, I think it's a good idea if we don't make curves monotonic. I already did this, by moving the edgeMin/axX/Y handling and orientation computations in addLine. This did make it slower compared to the file you sent me, but only by very, very little. Curves were affected the most, and they were only 1% slower. I think we can handle this, especially since lines were about 1% faster. The code is also 70 lines shorter. The edgeM* members are used only so we don't have to iterate through every scanline if this is not necessary, and so that we can tell PiscesCache that the bounding box is smaller than what Renderer is given. However, now that we keep the bucket list, I think it would be more efficient if we got rid if EdgeM[in|ax]Y and simply computed the y bounds by looking at the head and tail of the bucket list. Also, perhaps we can keep track of edgeM[in|ax]X using the bounding boxes of curves, instead of the lines in the flattened curves. This would not be accurate, but I don't think it would affect rendering. It would simply result in a few more alpha boxes than necessary. I don't think these would be too bad, because mostly they're just going to be all 0 so they will be skipped because getTypicalAlpha() is now implemented. How do you think we should handle these 4 variables? Thank you, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, On 11/8/2010 2:39 PM, Denis Lila wrote: Finally, I discovered (while testing for other problems) that the curves are not truly monotonic after slicing them. I realized this years ago when I was writing my Area code (see sun.awt.geom.Curve) and put in tweaking code to make them monotonic after they were split. They are never off by more than a few bits, but you can't trust the curve splitting math to generate purely monotonic segments based on a t generated by some unrelated math. Sometimes the truly horizontal or vertical t value requires more precision than a float (or even a double) can provide and splitting at the highest representable float less than the t value produces a pair of curves on one side of the hill and splitting at the next float value (which is greater than the true t value) produces curves on the other side of the hill. Also, when the curve has been split a few times already, the t values loose accuracy with each split. This will all be moot if I can eliminate the splitting code from the renderer, but it may also play a factor in the stroke/dash code... Making curves monotonic is only used for optimization purposes, so it can't see how it would affect rendering correctness. Fortunately, the non-monotonicity is limited to a few bits of precision so this may never generate an errant edge in practice unless
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
I ended up going with: - get rid of edgeMxy in all methods but addLine() - addLine computes min/max of first/lastScanline - addLine also computes min/max of x1,x2 values this turned out to be just about the same speed for my FX rendering version (which I believe is more sensitive than the way it is integrated into JDK, so it should be even less noticeable in JDK). It also paved the way for a couple of other optimizations that ended up netting about 1FPS for my current test case that I use so I'm happy for now. The code is a lot simpler now... ...jim On 11/9/2010 3:26 PM, Denis Lila wrote: Hi again. I just thought of this: if we're really concerned about the accuracy of the edgeMinX edgeMaxX variables, we could find the curves' critical points and use them to compute the min/max X values. After all, we're creating (or rather setting) the Curve objects anyway. This isn't as fast as using the bounding boxes, but it's close and much more accurate. Regards, Denis. - Denis Liladl...@redhat.com wrote: Hi Jim. All lines generated from a given allegedly monotonic curve are recorded with the same or (orientation) value. But, if the curves are not truly monotonic then it might be theoretically possible to generate a line that is backwards with respect to the expected orientation. It would then get recorded in the edges array with the wrong orientation and slope and then rasterization might unravel. I see. In that case, I think it's a good idea if we don't make curves monotonic. I already did this, by moving the edgeMin/axX/Y handling and orientation computations in addLine. This did make it slower compared to the file you sent me, but only by very, very little. Curves were affected the most, and they were only 1% slower. I think we can handle this, especially since lines were about 1% faster. The code is also 70 lines shorter. The edgeM* members are used only so we don't have to iterate through every scanline if this is not necessary, and so that we can tell PiscesCache that the bounding box is smaller than what Renderer is given. However, now that we keep the bucket list, I think it would be more efficient if we got rid if EdgeM[in|ax]Y and simply computed the y bounds by looking at the head and tail of the bucket list. Also, perhaps we can keep track of edgeM[in|ax]X using the bounding boxes of curves, instead of the lines in the flattened curves. This would not be accurate, but I don't think it would affect rendering. It would simply result in a few more alpha boxes than necessary. I don't think these would be too bad, because mostly they're just going to be all 0 so they will be skipped because getTypicalAlpha() is now implemented. How do you think we should handle these 4 variables? Thank you, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, On 11/8/2010 2:39 PM, Denis Lila wrote: Finally, I discovered (while testing for other problems) that the curves are not truly monotonic after slicing them. I realized this years ago when I was writing my Area code (see sun.awt.geom.Curve) and put in tweaking code to make them monotonic after they were split. They are never off by more than a few bits, but you can't trust the curve splitting math to generate purely monotonic segments based on a t generated by some unrelated math. Sometimes the truly horizontal or vertical t value requires more precision than a float (or even a double) can provide and splitting at the highest representable float less than the t value produces a pair of curves on one side of the hill and splitting at the next float value (which is greater than the true t value) produces curves on the other side of the hill. Also, when the curve has been split a few times already, the t values loose accuracy with each split. This will all be moot if I can eliminate the splitting code from the renderer, but it may also play a factor in the stroke/dash code... Making curves monotonic is only used for optimization purposes, so it can't see how it would affect rendering correctness. Fortunately, the non-monotonicity is limited to a few bits of precision so this may never generate an errant edge in practice unless flattening gets really fine-grained... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
On 11/8/2010 6:34 AM, Denis Lila wrote: Hi Clemens. I've only followed your discussion with Jim but skipped all the in-depth discussion. From my prior experiences usually JNI is not woth the trouble, if you don't have a serious reason why using native code would have advantages (like the possibility of using SIMD or when value-types would be a huge benefit), it has its own performance pitfalls especially if the workload is small and things like Get*ArrayCritical cause scalability problems because they have to lock the GC. Well, Jim Graham said that a native version of the engine still runs a lot faster than the version with all my changes. That's why I thought Actually, that report is old. I've now got the new Java version turning in double the frame rates of the old native version. it would be a good idea. Also, when not doing antialiasing we usually feed paths to native consumers, so I thought if pisces used JNI, we could reduce the java-C transitions five fold. But then I realized that with antialiasing the opposite would happen, so I'm not sure whether JNI is a good idea. That's a good point that the other rasterizers will end up using this stroking engine and they are native. We can worry about cleaning that up later. JNI might eventually be a good idea, but lets fix the algorithm first and then worry about whether it will help this renderer or if we can make the interface to the other renderers simpler. ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
It's still a work in progress, but I've cleaned up a lot of logic and made it faster in a number of ways. Note that I've abstracted out the cache stuff and created an AlphaConsumer interface which may evolve over time. In FX we actually consume alphas in larger chunks than the code in JDK which was driven by Ductus's 32x32 mandate, so I would have had to make completely incompatible changes to emitRow - so I moved it behind an interface. For the JDK code, if you want to integrate this version, I would have the cache implement the new interface and move your version of emitRow into the Cache object. I'd send you the new code for my AlphaConsumer, but it is incompatible with what you need to cache so it won't help you. You'll also need a bit of un-translation cleanup as we have mirrors of all of java.awt.geom with special new APIs that FX needs. ...jim On 11/8/2010 6:40 AM, Denis Lila wrote: Hi Jim. Also, I've gotten another 20% improvement out of the design with a few more tweaks. (Though I measured the 20% in the stripped down version that I'm prototyping with FX so I'm not sure how much of that 20% would show up through the layers of the 2D code. Overall, I've about doubled the frame rates of the prototype since your first drop that you checked in to the OpenJDK repository.) Can I see your new version? Attached. How about looking more at the stroking end of the process and I'll dig a little more into optimal rasterization code. I have a lot of experience with optimizing rasterizer code (and JNI if it comes to that), but very little with the curve manipulations involved in stroking (math is so *hard* at my age ;-)... Sounds good. Have you implemented your idea of processing one pixel row at a time, as opposed to processing subpixel rows? If not, I could do that. Not yet. Right now I've gotten a lot of mileage out of a few tweaks of the bookkeeping of the sample-row-at-a-time version. I'm still mulling over exactly how to make that go faster. ...jim package com.sun.openpisces; /** * @author Flar */ public interface AlphaConsumer { public int getOriginX(); public int getOriginY(); public int getWidth(); public int getHeight(); public void setMaxAlpha(int maxalpha); public void setAndClearRelativeAlphas(int alphaDeltas[], int y, int firstdelta, int lastdelta); } package com.sun.openpisces; import com.sun.javafx.geom.PathConsumer; import com.sun.javafx.geom.PathIterator; import com.sun.javafx.geom.Rectangle; import java.util.Iterator; /** * @author Flar */ public final class OpenPiscesRenderer implements PathConsumer { public static void feedConsumer(PathIterator pi, PathConsumer pc) { float[] coords = new float[6]; while (!pi.isDone()) { int type = pi.currentSegment(coords); switch (type) { case PathIterator.SEG_MOVETO: pc.moveTo(coords[0], coords[1]); break; case PathIterator.SEG_LINETO: pc.lineTo(coords[0], coords[1]); break; case PathIterator.SEG_QUADTO: pc.quadTo(coords[0], coords[1], coords[2], coords[3]); break; case PathIterator.SEG_CUBICTO: pc.curveTo(coords[0], coords[1], coords[2], coords[3], coords[4], coords[5]); break; case PathIterator.SEG_CLOSE: pc.closePath(); break; } pi.next(); } pc.pathDone(); } private final class ScanlineIterator { private int[] crossings; private int[] edgePtrs; private int edgeCount; // crossing bounds. The bounds are not necessarily tight (the scan line // at minY, for example, might have no crossings). The x bounds will // be accumulated as crossings are computed. private final int maxY; private int nextY; private static final int INIT_CROSSINGS_SIZE = 10; private ScanlineIterator() { crossings = new int[INIT_CROSSINGS_SIZE]; edgePtrs = new int[INIT_CROSSINGS_SIZE]; // We don't care if we clip some of the line off with ceil, since // no scan line crossings will be eliminated (in fact, the ceil is // the y of the first scan line crossing). nextY = getFirstScanLineCrossing(); maxY = getScanLineCrossingEnd()-1; } private int next() { // TODO: make function that convert from y value to bucket idx? int cury = nextY++; int bucket = cury - boundsMinY; int count = this.edgeCount; int ptrs[] = this.edgePtrs;
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
A couple of questions about the code that I haven't touched... Is there some reason why the AFD for cubics doesn't have any tests for dddxy (the constants for its equations), but the AFD for quads is testing the ddxy on every loop? I know that these values do change when the AFD variables are doubled or halved, but why does the cubic version get away with only testing out to the n-1th order differences but the quad version has to test out to the nth order differences? Also, what is the value of breaking the pieces into monotonic segments prior to flattening? Is it simply amortizing the cost of determining if the segment is up or down? I guess this used to be done because we needed monotonic (in Y) curve segments since we did a top-down iteration across all segments, but now they aren't in the rasterization loop. If it is simply a performance issue then I may experiment with eliminating that stage and seeing if I can make it go faster overall. Finally, I discovered (while testing for other problems) that the curves are not truly monotonic after slicing them. I realized this years ago when I was writing my Area code (see sun.awt.geom.Curve) and put in tweaking code to make them monotonic after they were split. They are never off by more than a few bits, but you can't trust the curve splitting math to generate purely monotonic segments based on a t generated by some unrelated math. Sometimes the truly horizontal or vertical t value requires more precision than a float (or even a double) can provide and splitting at the highest representable float less than the t value produces a pair of curves on one side of the hill and splitting at the next float value (which is greater than the true t value) produces curves on the other side of the hill. Also, when the curve has been split a few times already, the t values loose accuracy with each split. This will all be moot if I can eliminate the splitting code from the renderer, but it may also play a factor in the stroke/dash code... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. I implemented a middle ground between what I sent yesterday and what we have now: using the array of linked lists only to replace the quicksort (I think this was your original suggestion). Unfortunately, this didn't work out (at least according to the benchmarks). Curves were no different than what we used to have, while the performance on lines (especially horizontal ones) decreased significantly. It's not obvious to me why this happened, so I think now I will put this type of optimization aside and convert to JNI, where profiling will be easier (for me - I haven't been able to make OProfile work for java yet). Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, A generic suggestion - make all of your classes final - that gives the compiler the maximum flexibility to inline any methods you write. With respect to the algorithm choices: I think they key is that the X sorting rarely has any work to do. The first test of does this edge need to be swapped with the next lower edge is probably 99.999% guaranteed to be false. Thus, trying to optimize anything else to simplify swapping is likely a step in the wrong direction. The casting may be hurting a bit more, and it is hurting on every access to an edge. I'm guessing the best model to use would be to write the code to assume no swapping is necessary at all. Get that code as simple and as fast as can be. Then add as little perturbation of that code to manage swapping when it is necessary, and that will likely be the optimal implementation. I think you could probably even do some benchmarking on a path that is carefully tested to process lots of edges without any X sorting and get that as fast as you can without any swap code, and then add the swap code that impacts the performance of that operation as little as possible. The key is that the swap code have as little impact on the performance of the case that never needs any swapping at all first and foremost - then make swapping faster within that constraint... ...jim On 11/1/10 3:13 PM, Denis Lila wrote: Hi Jim. I implemented your bucket sort idea. I'm not just using the buckets to remove the y-sort. I use them in the iteration through the scanlines too. What happens is that on any iteration, the active list is the doubly linked list buckets[nextY-boundsMinY]. I did this because I thought less memory would need to be moved around compared to when we just kept the active list pointers in an array. For example, with doubly linked lists we can implement insertion sort with O(1) writes. With arrays we have to use O(n) writes. This also allows us to get rid of the the edgePtrs array. I ran some benchmarks, and unfortunately I was wrong, somehwere. All the tests are at least 10% slower than the insertion sort version of what we have now. I can't immediately see why this is. The only thing I can think of is that there are a lot of float - int casts, but then again, I don't know how slow this operation is. It would be good if it's because of the casts because it would no longer be an issue when we convert to native. I alo made an unrelated change: I now find the orientation and update x0,y0 much earlier than we used to. The way I was doing it before was silly. Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, Good news! On 10/28/2010 3:27 PM, Denis Lila wrote: If we moved to a Curve class or some other way to consolidate the 3 lists (may be easier in native code), this might win in more cases... Does that mean you no longer think we should flatten every curve as soon as we get it? No, I was just discussion the feasibility of that one suggestion in the context of all of the possibilities of whether or not we took the other choices. If you think that flattening will pay off then we don't have to worry about the 3 lists. It was just that when I hacked it in, I still had your 3 lists and so the pros and cons of horizontal edge sorting were relative to that version of the renderer... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, I had a bit of luck with the following next() method: private int next() { // TODO: make function that convert from y value to bucket idx? int bucket = nextY - boundsMinY; for (int ecur = edgeBuckets[bucket]; ecur != NULL; ecur = (int)edges[ecur+NEXT]) { edgePtrs = LilaHelpers.widenArray(edgePtrs, edgeCount, 1); edgePtrs[edgeCount++] = ecur; // REMIND: Adjust start Y if necessary } int crossingCount = edgeCount; crossings = LilaHelpers.widenArray(crossings, 0, crossingCount); nextY++; for (int i = 0; i edgeCount; i++) { int ecur = edgePtrs[i]; float curx = edges[ecur+CURX]; int cross = ((int) curx) 1; edges[ecur+CURX] = curx + edges[ecur+SLOPE]; if (edges[ecur+OR] 0) { cross |= 1; } int j = i; while (--j = 0) { int jcross = crossings[j]; if (jcross = cross) { break; } crossings[j+1] = jcross; edgePtrs[j+1] = edgePtrs[j]; } crossings[j+1] = cross; edgePtrs[j+1] = ecur; } int newCount = 0; for (int i = 0; i edgeCount; i++) { int ecur = edgePtrs[i]; if (edges[ecur+YMAX] nextY) { edgePtrs[newCount++] = ecur; } } edgeCount = newCount; return crossingCount; } This allowed me to: - delete a lot of the bucket helper functions. - get rid of the back pointers - pare an edge down to 5 values (YMAX, CURX, OR, SLOPE, and NEXT) I also used the following addLine() method: private void addLine(float x1, float y1, float x2, float y2, int or) { final int firstCrossing = (int)Math.max(Math.ceil(y1), boundsMinY); if (firstCrossing = boundsMaxY) { return; } final int ptr = numEdges * SIZEOF_EDGE; final float slope = (x2 - x1) / (y2 - y1); edges = LilaHelpers.widenArray(edges, ptr, SIZEOF_EDGE); numEdges++; edges[ptr+OR] = or; edges[ptr+CURX] = x1 + (firstCrossing - y1) * slope; edges[ptr+SLOPE] = slope; edges[ptr+YMAX] = y2; final int bucketIdx = firstCrossing - boundsMinY; addEdgeToBucket(ptr, bucketIdx); } How does that fare for you? ...jim On 11/2/2010 4:10 PM, Denis Lila wrote: Hi Jim. I implemented a middle ground between what I sent yesterday and what we have now: using the array of linked lists only to replace the quicksort (I think this was your original suggestion). Unfortunately, this didn't work out (at least according to the benchmarks). Curves were no different than what we used to have, while the performance on lines (especially horizontal ones) decreased significantly. It's not obvious to me why this happened, so I think now I will put this type of optimization aside and convert to JNI, where profiling will be easier (for me - I haven't been able to make OProfile work for java yet). Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, A generic suggestion - make all of your classes final - that gives the compiler the maximum flexibility to inline any methods you write. With respect to the algorithm choices: I think they key is that the X sorting rarely has any work to do. The first test of does this edge need to be swapped with the next lower edge is probably 99.999% guaranteed to be false. Thus, trying to optimize anything else to simplify swapping is likely a step in the wrong direction. The casting may be hurting a bit more, and it is hurting on every access to an edge. I'm guessing the best model to use would be to write the code to assume no swapping is necessary at all. Get that code as simple and as fast as can be. Then add as little perturbation of that code to manage swapping when it is necessary, and that will likely be the optimal implementation. I think you could probably even do some benchmarking on a path that is carefully tested to process lots of edges without any X sorting and get that as fast as you can without any swap code, and then add the swap code that impacts the performance of that operation as little as possible. The key is that the swap code have as little impact on the performance of the case that never needs any swapping at all first and foremost - then make swapping faster within that constraint... ...jim On 11/1/10 3:13 PM, Denis Lila wrote: Hi Jim. I implemented your bucket sort idea. I'm not just using the buckets to remove the y-sort. I use them in the iteration through the scanlines too. What happens is that on any
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, A generic suggestion - make all of your classes final - that gives the compiler the maximum flexibility to inline any methods you write. With respect to the algorithm choices: I think they key is that the X sorting rarely has any work to do. The first test of does this edge need to be swapped with the next lower edge is probably 99.999% guaranteed to be false. Thus, trying to optimize anything else to simplify swapping is likely a step in the wrong direction. The casting may be hurting a bit more, and it is hurting on every access to an edge. I'm guessing the best model to use would be to write the code to assume no swapping is necessary at all. Get that code as simple and as fast as can be. Then add as little perturbation of that code to manage swapping when it is necessary, and that will likely be the optimal implementation. I think you could probably even do some benchmarking on a path that is carefully tested to process lots of edges without any X sorting and get that as fast as you can without any swap code, and then add the swap code that impacts the performance of that operation as little as possible. The key is that the swap code have as little impact on the performance of the case that never needs any swapping at all first and foremost - then make swapping faster within that constraint... ...jim On 11/1/10 3:13 PM, Denis Lila wrote: Hi Jim. I implemented your bucket sort idea. I'm not just using the buckets to remove the y-sort. I use them in the iteration through the scanlines too. What happens is that on any iteration, the active list is the doubly linked list buckets[nextY-boundsMinY]. I did this because I thought less memory would need to be moved around compared to when we just kept the active list pointers in an array. For example, with doubly linked lists we can implement insertion sort with O(1) writes. With arrays we have to use O(n) writes. This also allows us to get rid of the the edgePtrs array. I ran some benchmarks, and unfortunately I was wrong, somehwere. All the tests are at least 10% slower than the insertion sort version of what we have now. I can't immediately see why this is. The only thing I can think of is that there are a lot of float - int casts, but then again, I don't know how slow this operation is. It would be good if it's because of the casts because it would no longer be an issue when we convert to native. I alo made an unrelated change: I now find the orientation and update x0,y0 much earlier than we used to. The way I was doing it before was silly. Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, Good news! On 10/28/2010 3:27 PM, Denis Lila wrote: If we moved to a Curve class or some other way to consolidate the 3 lists (may be easier in native code), this might win in more cases... Does that mean you no longer think we should flatten every curve as soon as we get it? No, I was just discussion the feasibility of that one suggestion in the context of all of the possibilities of whether or not we took the other choices. If you think that flattening will pay off then we don't have to worry about the 3 lists. It was just that when I hacked it in, I still had your 3 lists and so the pros and cons of horizontal edge sorting were relative to that version of the renderer... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Good news! On 10/28/2010 3:27 PM, Denis Lila wrote: If we moved to a Curve class or some other way to consolidate the 3 lists (may be easier in native code), this might win in more cases... Does that mean you no longer think we should flatten every curve as soon as we get it? No, I was just discussion the feasibility of that one suggestion in the context of all of the possibilities of whether or not we took the other choices. If you think that flattening will pay off then we don't have to worry about the 3 lists. It was just that when I hacked it in, I still had your 3 lists and so the pros and cons of horizontal edge sorting were relative to that version of the renderer... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 10/26/2010 6:58 AM, Denis Lila wrote: 90% (guesstimate) of the time edges do not cross each other, thus if you sort the crossings without reordering the active edges then you just end up doing the same sorting work (same swaps) on the next scanline. My SpanShapeIterator code actually reordered the edges on every sample line to match their current X coordinates in a way that involved 1 compare per edge that was processed and only occasionally a swap of 2 edge pointers. It would basically eliminate the sort at line 149 at the cost of only doing a compare in the nextY processing for the very very common case. I also implemented this some time ago. I didn't keep it because it slowed things down a bit. However, I only tested it with very complex and large paths, and in hindsight, I shouldn't have based my decision on that, so I will re-implement it. I tried using this new rasterizer in FX and I had a test case which had a few shapes that were essentially zig-zaggy shapes on the top and bottom and fills between the zigzags (kind of like a seismic chart with fills between the pen squiggles). When I added a simple sort of the linear edges the performance nearly doubled in speed. Here is the code I replaced your quad-next-edge loop with: for (int i = elo; i ehi; i++) { int ptr = edgePtrs[i]; int cross = ((int) edges[ptr+CURX]) 1; if (edges[ptr+OR] 0) { cross |= 1; } edges[ptr+CURY] += 1; edges[ptr+CURX] += edges[ptr+SLOPE]; int j = crossingIdx; while (--j = 0) { int jcross = crossings[j]; if (cross = jcross) { break; } crossings[j+1] = jcross; edgePtrs[elo+j+1] = edgePtrs[elo+j]; } crossings[j+1] = cross; edgePtrs[elo+j+1] = ptr; crossingIdx++; } I then did a conditional sort, moved to right after the qlo-qhi and clo-chi loops: for (int i = qlo; i qhi; i++) { // same stuff } for (int i = clo; i chi; i++) { // same stuff } if (qhi qlo || chi clo) { Arrays.sort(crossings, 0, crossingIdx); } In the case of my test case where I only had a polygon to fill, the performance doubled. Obviously I didn't do much for the case where there were curves because this was just a quick hack to see the value of sorting the edges. If we moved to a Curve class or some other way to consolidate the 3 lists (may be easier in native code), this might win in more cases... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Just to be certain - you are still planning on putting the existing stuff back and we're talking about future work, right? Â I'd love to get a stake in the ground here. Yes, I'll push today. If we are really worried about the y-sort, then how about creating a bunch of buckets and doing a bucket sort of the edges? Â As they are added to the list of segments, we accumulate their indices in a row list based on their startY so that each step of the next() simply moves to the next Y and adds the edges mentioned in the list there. Â Some work would have to be done on how to manage the storage simply (like a rownext field in the edge structure so that they are linked in a linked list), but then there would be no qsort at all for the cost of new int[N_ROWS] and an extra field in every edge. I like this. Perhaps we should work on the algorithms a little more then (I'm talking about the numeric stuff, not the memory management stuff since the memory management techniques will differ quite a lot in C code, but better math helps at either level)? Indeed - especially the dashing. 90% (guesstimate) of the time edges do not cross each other, thus if you sort the crossings without reordering the active edges then you just end up doing the same sorting work (same swaps) on the next scanline. Â My SpanShapeIterator code actually reordered the edges on every sample line to match their current X coordinates in a way that involved 1 compare per edge that was processed and only occasionally a swap of 2 edge pointers. Â It would basically eliminate the sort at line 149 at the cost of only doing a compare in the nextY processing for the very very common case. I also implemented this some time ago. I didn't keep it because it slowed things down a bit. However, I only tested it with very complex and large paths, and in hindsight, I shouldn't have based my decision on that, so I will re-implement it. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 10/25/2010 3:30 PM, Denis Lila wrote: - Create a curve class and store an array of those so you don't have to iterate 3 different arrays of values and use array accesses to grab the data (each array access is checked for index OOB exceptions). I actually implemented something like this in my first draft of the current version of renderer. I didn't stick with it because it was a slower than even what we have in openjdk6. Granted, my implementation was a bit more high level than simply making 3 classes to represent lines quads and cubics, but it seemed pretty hopeless, so I didn't spend any time figuring out exactly what it was that made it slower. Hmmm... Â Perhaps object allocation overhead was biting us there. Â In native code you could cobble this up with batch allocation of space and pseudo-object/struct allocation out of the batches. - Or perform AFD on curves as they come into Renderer, but only save line segment edges in the edges array. Â This would use more storage, but the iterations of the AFD would happen in a tight loop as the data comes in rather than having to store all of their AFD data back in the quads I considered this before abandoning the high level version I mention above. I didn't go with it because, while I am not worried about the higher memory consumption, I was afraid of the impact that having this many edges would have on the qsort call and on lines 99-113 and 140-148 in next(). I can see worrying about qsort, but I think one qsort would be inherently faster than 3 qsorts which you have anyway so the difference would get lost in the noise. Â Also, I'm not sure how the 99 to 113 and 140 to 148 would be affected. Â The path will have the same number of crossings per sample row regardless of whether the curves have been flattened or not. Â You might be adding and deleting edges from the active list more often, though (in other words, 99 would dump more curves and 140 would take in more curves), but the number of edges or curves at any given point would not be affected by flattening. Â Also, the way you've written the loops at 99, they have to copy every edge/quad/curve that *doesn't* expire so a skipped curve is actually less work for that loop. Â The loops at 140 would have to occasionally do more processing, but it is made up for in the fact that 99 does less work and the nextY processing is simpler. How about this: we change the format of the edges array to be an array of sequences of edges. So, right now the edges array has this format: E* where E represents 6 consecutive floats {ymin,ymax,curx,cury,or,slope}. I am proposing we change it to {n,or}({ymin,ymax,curx,cury,slope})^n. lineTo's would add an edge sequence with n=1 to the edges array. If a call to quadTo or curveTo produced N curves, it would simply put N,or at the end of the edges array, and then append the data for
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
That's great. I will be pushing today. About that: you wrote the TransformingPathConsumer2D file, so how should you be given credit? Should I put your name in Contributed-by? Should I put an @author tag in the file? Or does the reviewed-by suffice? Regards, Denis. - Denis Lila dl...@redhat.com wrote: Hi Jim. How about this: (Math.abs(len-leftLen) err*len) (noting that err*len can be calculated outside of the loop). This is what I use now. Note that a custom shape can send segments in any order that it wants so close,close can happen from a custom shape even if Path2D won't do it. Right, of course. For some reason I only considered the test case I was using. Sorry for slip up. There is only one question on the board from my perspective - the question about dash length errors at the start of this message. I'm ok with the accuracy of dash length computations. My main concerns right now are dashing performance and AA rendering performance. The latter has improved, but not by as much as I was expecting. Also, it was bothering me that when I removed PiscesCache 1-2 weeks ago performance got worse. It would also be nice to find a method that is guaranteed to find all offset curve cusps. Depending on how you feel about that I think we're ready to go That's great. I will be pushing today. (and I have some ideas on further optimizations to consider if you are still game after this goes in)... I'd love to hear what they are. Thank you for all your time, Denis. - Jim Graham james.gra...@oracle.com wrote: On 10/22/2010 12:22 PM, Denis Lila wrote: Because the error is meant to be relative. What I use is supposed to be equivalent to difference/AverageOfCorrectValueAndApproximation err, where, in our case, AverageOfCorrectValueAndApproximation=(len+leafLen)/2, so that multiplication by 2 should have been a division. Should I use the less fancy differece/CorrectValue err and skip a division by 2? If it is relative, then shouldn't it be relative to the desired length? Why does the computed approximation factor in to the size of the error you are looking for? If you use the average then the amount of error that you will accept will be larger if your estimate is wronger. I don't think the wrongness of your approximation should have any effect on your error. lines 98-101 - somewhere in the confusion moveToImpl became redundant with moveTo. I thought I'd leave these in because they're interface methods, and it's usually not a great idea to call these from private methods. I've removed them anyway, because you said so and because I suppose if ever we need to do something to the user input that shouldn't be done to input coming from private methods in the class (such as the scaling of the input coordinates done in Renderer) we can always easily reintroduce them. I actually thought about the interface concept after I sent that and was at peace with them, but I'm also at peace with them being gone. ;-) That's right. I don't think it's what should happen, but it's what closed jre does, so I've left it in (with some changes to make it actually replicate the behaviour of closed java, since it was buggy - the moveTo was missing). I don't draw anything on the second close in the close,close case, since that would look horrible with round joins and square caps. However, the way path2D's are implemented this safeguard will not be activated since a closePath() following another closePath() is ignored. I also now initialize the *dxy *mxy variables in moveTo. This should be an inconsequential change, but I've put it in just so the state of Stroker after a moveTo is well defined. New code looks good (even if we think it's a silly side effect of closed JDK to have to implement). line 368 - does this cause a problem if t==1 because lastSegLen will now return the wrong value? Maybe move this into an else clause on the t=1 test? It does cause a problem. I've fixed it by adding a variable that keeps track of the length of the last returned segment. The way it was being done was a dirty hack because it assumed that if the method didn't return in the loop, done would remain false. Woohoo! I was actually bothered by the side-effecting in the old code - this is a better approach. I made one more change in dasher: in somethingTo I removed the long comment near the end, and I handle the case where phase == dash[idx] immediately. I do this for consistency with lineTo. The only instances where this makes a difference is when we have a path that starts with a dash, ends at exactly the end of a dash, and has a closePath. So something like move(100,0),
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 10/25/2010 7:34 AM, Denis Lila wrote: (and I have some ideas on further optimizations to consider if you are still game after this goes in)... I'd love to hear what they are. Here are my thoughts: - Currently Renderer has more stages than we probably should have: for (each full pixel row) { for (each subpixel row) { for (each curve on subpixel row) { convert curve into crossing crossing is (subpixelx:31 + dir:1) } sort crossings for subpixel row apply wind rule and convert crossings into alpha deltas } convert alpha deltas into run lengths } for (each tile) { convert run lengths into alphas } I'm thinking we should be able to get rid of a couple of those stages... - One alternate process would be: (all work is done in the tail end of the cache itself) for (each full pixel row) { for (each curve on full pixel row) { convert curve into N subpixel crossings (subpixelx:28 + subpixelfracty:3 + dir:1) } } sort all crossings for entire pixel row maybe collapse raw crossings into modified accumulated crossings record start of row in index array for (each tile) { convert raw or collapsed crossings directly into alphas } Note that we could simply leave the raw crossings in the cache and then process them in the tile generator, but that would require more storage in the cache since a given path would tend to have 8 different entries as it crossed every subpixel row. If we collapse them, then we can sum the entries for a given x coordinate into a single entry and store: (pixelx:25 + coveragedelta:7) where the coverage delta is a signed quantity up to N_SUBPIX^2 so it uses the same storage we needed for the subpixel parts of both X and Y plus the direction bit. It likely needs a paired value in the next x pixel location just like our current alpha deltas needs as well. If we wanted to optimize that then we could devote one more bit to the next pixel will consume all of the remainder of the N^2 coverage, but there would be cases where that would not be true (such as if the pixel row has only partial vertical coverage by the path). It's probably simpler to just have deltas for every pixel. The storage here would likely be similar to the storage used for the current cache since the current RLE cache uses 2 full ints to store a coverage and a count. And in cases where we have one pixel taking up partial coverage and the following pixel taking up the remainder of the full coverage then we have 4 ints, but the crossing delta system would only have 2 ints. Other thoughts... - Create a curve class and store an array of those so you don't have to iterate 3 different arrays of values and use array accesses to grab the data (each array access is checked for index OOB exceptions). - Or perform AFD on curves as they come into Renderer, but only save line segment edges in the edges array. This would use more storage, but the iterations of the AFD would happen in a tight loop as the data comes in rather than having to store all of their AFD data back in the quads and curves arrays and then reload the data for every sub-pixel step. Renderer still takes curves, it just breaks them down immediately rather than on the fly. If there are only a small number of edges per curve then the storage might not be that much worse because the quad and curve arrays already store more values than the edge array. - Convert to native. Note that we use a native version of the pisces that you started with to do some rendering in FX. I tried porting to use your new (Java) renderer in FX and performance went down even though you show it to be faster than what was there before. So, your Java renderer compares favorably to the old Java pisces, but both compare unfavorably to the old native pisces. Maybe we should convert your code to native and see if that gives us a performance boost. It's nice to use pure Java, but there is a lot of shoehorning of data going on here that could be done much more easily and naturally in native code. How is that for food for thought? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. - Create a curve class and store an array of those so you don't have to iterate 3 different arrays of values and use array accesses to grab the data (each array access is checked for index OOB exceptions). I actually implemented something like this in my first draft of the current version of renderer. I didn't stick with it because it was a slower than even what we have in openjdk6. Granted, my implementation was a bit more high level than simply making 3 classes to represent lines quads and cubics, but it seemed pretty hopeless, so I didn't spend any time figuring out exactly what it was that made it slower. - Or perform AFD on curves as they come into Renderer, but only save line segment edges in the edges array. This would use more storage, but the iterations of the AFD would happen in a tight loop as the data comes in rather than having to store all of their AFD data back in the quads I considered this before abandoning the high level version I mention above. I didn't go with it because, while I am not worried about the higher memory consumption, I was afraid of the impact that having this many edges would have on the qsort call and on lines 99-113 and 140-148 in next(). How about this: we change the format of the edges array to be an array of sequences of edges. So, right now the edges array has this format: E* where E represents 6 consecutive floats {ymin,ymax,curx,cury,or,slope}. I am proposing we change it to {n,or}({ymin,ymax,curx,cury,slope})^n. lineTo's would add an edge sequence with n=1 to the edges array. If a call to quadTo or curveTo produced N curves, it would simply put N,or at the end of the edges array, and then append the data for the N produced edges. I think this would give us the best of both worlds, in that we can do all the AFD iterations in a tight loop close to the input methods and it doesn't present any problems with respect to sorting or managing the active list. It can probably be implemented completely transparently with respect to ScanlineIterator. The details of the implementation involve an interesting speed/memory trade off, but we can discuss that later. - Convert to native. Note that we use a native version of the pisces that you started with to do some rendering in FX. I tried porting to use your new (Java) renderer in FX and performance went down even though you show it to be faster than what was there before. So, your Java renderer compares favorably to the old Java pisces, but both compare unfavorably to the old native pisces. Maybe we should convert your code to native and see if that gives us a performance boost. It's nice to use pure Java, but there is a lot of shoehorning of data going on here that could be done much more easily and naturally in native code. I've been wanting to do this for a very long time. C and C++ are more convenient for this type of work. I didn't because I've never used the JNI before. I guess this is as good a time to learn as any. I'd still like to keep the debugging of native code to a minimum, so we should implement as much as possible in java before starting on this. I still need to think some more about your other suggestion. I'll reply to it tomorrow. How is that for food for thought? Delicious :) Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 10/25/2010 7:34 AM, Denis Lila wrote: (and I have some ideas on further optimizations to consider if you are still game after this goes in)... I'd love to hear what they are. Here are my thoughts: - Currently Renderer has more stages than we probably should have: for (each full pixel row) { for (each subpixel row) { for (each curve on subpixel row) { convert curve into crossing crossing is (subpixelx:31 + dir:1) } sort crossings for subpixel row apply wind rule and convert crossings into alpha deltas } convert alpha deltas into run lengths } for (each tile) { convert run lengths into alphas } I'm thinking we should be able to get rid of a couple of those stages... - One alternate process would be: (all work is done in the tail end of the cache itself) for (each full pixel row) { for (each curve on full pixel row) { convert curve into N subpixel crossings (subpixelx:28 + subpixelfracty:3 + dir:1) } } sort all crossings for entire pixel row maybe collapse raw crossings into modified accumulated crossings record start of row in index array for (each tile) { convert raw or collapsed crossings directly into alphas } Note that we could simply leave the raw crossings in the cache and then process them in the tile generator, but that would require more storage in the cache since a given path would tend to have 8 different
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Just to be certain - you are still planning on putting the existing stuff back and we're talking about future work, right? I'd love to get a stake in the ground here. On 10/25/2010 3:30 PM, Denis Lila wrote: - Create a curve class and store an array of those so you don't have to iterate 3 different arrays of values and use array accesses to grab the data (each array access is checked for index OOB exceptions). I actually implemented something like this in my first draft of the current version of renderer. I didn't stick with it because it was a slower than even what we have in openjdk6. Granted, my implementation was a bit more high level than simply making 3 classes to represent lines quads and cubics, but it seemed pretty hopeless, so I didn't spend any time figuring out exactly what it was that made it slower. Hmmm... Perhaps object allocation overhead was biting us there. In native code you could cobble this up with batch allocation of space and pseudo-object/struct allocation out of the batches. - Or perform AFD on curves as they come into Renderer, but only save line segment edges in the edges array. This would use more storage, but the iterations of the AFD would happen in a tight loop as the data comes in rather than having to store all of their AFD data back in the quads I considered this before abandoning the high level version I mention above. I didn't go with it because, while I am not worried about the higher memory consumption, I was afraid of the impact that having this many edges would have on the qsort call and on lines 99-113 and 140-148 in next(). I can see worrying about qsort, but I think one qsort would be inherently faster than 3 qsorts which you have anyway so the difference would get lost in the noise. Also, I'm not sure how the 99 to 113 and 140 to 148 would be affected. The path will have the same number of crossings per sample row regardless of whether the curves have been flattened or not. You might be adding and deleting edges from the active list more often, though (in other words, 99 would dump more curves and 140 would take in more curves), but the number of edges or curves at any given point would not be affected by flattening. Also, the way you've written the loops at 99, they have to copy every edge/quad/curve that *doesn't* expire so a skipped curve is actually less work for that loop. The loops at 140 would have to occasionally do more processing, but it is made up for in the fact that 99 does less work and the nextY processing is simpler. How about this: we change the format of the edges array to be an array of sequences of edges. So, right now the edges array has this format: E* where E represents 6 consecutive floats {ymin,ymax,curx,cury,or,slope}. I am proposing we change it to {n,or}({ymin,ymax,curx,cury,slope})^n. lineTo's would add an edge sequence with n=1 to the edges array. If a call to quadTo or curveTo produced N curves, it would simply put N,or at the end of the edges array, and then append the data for the N produced edges. I think this would give us the best of both worlds, in that we can do all the AFD iterations in a tight loop close to the input methods and it doesn't present any problems with respect to sorting or managing the active list. It can probably be implemented completely transparently with respect to ScanlineIterator. The details of the implementation involve an interesting speed/memory trade off, but we can discuss that later. I think this might be overkill since sorts tend to have logN behavior so doubling the number of edges would not double the time taken in the sort. Also, I would think that the sort would be a small amount of time compared to the rest of the processing, wasn't it? If we are really worried about the y-sort, then how about creating a bunch of buckets and doing a bucket sort of the edges? As they are added to the list of segments, we accumulate their indices in a row list based on their startY so that each step of the next() simply moves to the next Y and adds the edges mentioned in the list there. Some work would have to be done on how to manage the storage simply (like a rownext field in the edge structure so that they are linked in a linked list), but then there would be no qsort at all for the cost of new int[N_ROWS] and an extra field in every edge. - Convert to native. Note that we use a native version of the pisces that you started with to do some rendering in FX. I tried porting to use your new (Java) renderer in FX and performance went down even though you show it to be faster than what was there before. So, your Java renderer compares favorably to the old Java pisces, but both compare unfavorably to the old native pisces. Maybe we should convert your code to native and see if that gives us a performance boost. It's nice to use pure Java, but there is a lot of shoehorning of data going on here that could be done much more easily
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. I was going to run these today, but fixing the dashing bug above and rerunning the tests took a while and it's already 8:30 pm here and I have to go home. I'll run them tomorrow morning. I ran the benchmarks. I've attached the options file. I ran benchmarks of my icedtea installation, closed source java, openjdk7 without the webrev, and openjdk7 with the webrev. The results files are at http://icedtea.classpath.org/~dlila/benchResults/ I think the names are pretty self explanatory. The html comparisons are: jdk6 vs latest work: http://icedtea.classpath.org/~dlila/benchResults/JDK6vsLatest_html/Summary_Report.html closed source vs latest work: http://icedtea.classpath.org/~dlila/benchResults/SUNvsLatest_html/Summary_Report.html and most importantly: previous version of pisces in openjdk7 vs latest work: http://icedtea.classpath.org/~dlila/benchResults/PrevVsLatest_html/Summary_Report.html The improvements are significant. Running J2DAnalyzer on all the results files with jdk6Bench.res as the basis produces the following summary: Summary: jdk6Bench: Number of tests: 104 Overall average: 30.7986576862 Best spread: 0.0% variance Worst spread: 10.96% variance (Basis for results comparison) sunBench: Number of tests: 104 Overall average: 276654.4443479696 Best spread: 0.25% variance Worst spread: 19.28% variance Comparison to basis: Best result: 6488.34% of basis Worst result: 43.74% of basis Number of wins: 80 Number of ties: 2 Number of losses: 22 prevPisces: Number of tests: 104 Overall average: 221539.3516605794 Best spread: 0.08% variance Worst spread: 5.54% variance Comparison to basis: Best result: 350.33% of basis Worst result: 55.0% of basis Number of wins: 57 Number of ties: 10 Number of losses: 37 latestPisces: Number of tests: 104 Overall average: 226762.64157611743 Best spread: 0.0% variance Worst spread: 3.03% variance Comparison to basis: Best result: 501.86% of basis Worst result: 26.23% of basis Number of wins: 72 Number of ties: 4 Number of losses: 28 But unfortunately, if you look at the individual test cases in the html reports there are also some stepbacks, most notably in the dashing of anything that isn't a straight line. In fact, the results of drawOval show a 50%-500% improvement in non dashed drawing, and a 50%-25% deterioration in dashed drawing. I was expecting this, after the binary search algorithm. I've been thinking it might be better if we just go with the old algorithm and simply use Dasher.LengthIterator to flatten the curves and feed the lines to lineTo. Or we could just go with what we have and hope we find a better algorithm. Regards, Denis. piscesBench.opt Description: Binary data
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. In the meantime, can you outline the tests that you ran? I ran Java2D without any problems. There's also been an icedtea bug http://icedtea.classpath.org/bugzilla/show_bug.cgi?id=450 related to a look and feel (tinylaf: http://www.muntjak.de/hans/java/tinylaf/tinylaf-1_4_0.zip to run a demo, download, extract and run tinycp.jar) that wasn't being painted properly. Now it looks good (I think there's no LCD text antialiasing, but that's a different story). I also wrote rendered at least 5 random cubic curves. I didn't inspect these too closely - this test was just to find any obvious errors. There weren't any. Most importantly, I also ran this test suite: http://icedtea.classpath.org/hg/gfx-test/ It generates a lot of images using a reference java implementation and an implementation to be tested. I used closed source java as a reference, and I ran it using a fresh checkout of the 2d branch of openjdk7: http://icedtea.classpath.org/~dlila/prevPiscesSungfx/results/ and a fresh checkout of the 2d branch with my patch applied: http://icedtea.classpath.org/~dlila/latestPiscesSungfx/ As you can see, the number of images that are the same as the reference implementation has increased subtantially. It has also increased consistenly across all categories. I've gone through most of the images, and the ones that are different aren't dramatically different. The differences are barely noticeable. The improvement is even greater when compared to openjdk6 which produces some pretty scary test results, especially in the scaled rectangles category (but I haven't uploaded these tests so you'll just have to trust me on this ;-) ) NOTE: the webrev has changed slightly since the last e-mail I sent. The gfx test suite revealed a bug in the drawing of dashed rectangles, so to fix it I have changed a line in Dasher.closePath from if(needsMoveTo) { to if(needsMoveTo || !dashOn) { Also, have you used J2DBench at all? I know you ran some of your own benchmarks, but didn't know if you were familiar with this tool: {OpenJDK}/src/share/demo/java2d/J2DBench/ I was going to run these today, but fixing the dashing bug above and rerunning the tests took a while and it's already 8:30 pm here and I have to go home. I'll run them tomorrow morning. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, I'll be focusing on this later today, just a last proofread. ...jim On 10/21/2010 12:27 PM, Denis Lila wrote: Good to push? http://icedtea.classpath.org/~dlila/webrevs/noflatten2/webrev/
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, I saw something in the latest webrev that reminded me of an earlier comment. On 10/18/2010 2:21 PM, Denis Lila wrote: line 389 - The test here is different from closePath. What if they were both prev == DRAWING_OP_TO? I am now using prev!=DRAWING_OP_TO (not ==, since it is supposed to execute finish() if no nonzero length lines have been fed to Stroker yet). In fact I have removed the started variable since it's equivalent to prev==DRAWING_OP_TO. It looks like closePath still uses a different test than moveTo and pathDone. They all test for DRAWING_OP_TO, but closepath uses != whereas the others use ==. Is that right? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, One clarification: On 10/20/10 7:11 AM, Denis Lila wrote: When would the isCW test trigger? Does it track rev? What happens at 180 degrees (is that test reliable for the randomization that might happen when omxy are directly opposite mxy)? isCw is used for computing the arc bisector by testing whether the computed point is on the side it should be (and multiplying by -1 if not), it is used to compute the sign of cv in drawBezApproxForArc, and for computing rev. The only reason I ask is because I think the sign of mmxy is probably controllable by understanding the input conditions, but this test should be safe (modulo if it really works at 180 degrees). If it has failure modes at 180 degrees then reworking the math to produce the right sign in the first place may be more robust for that case. A test for this is to render (0,0) - (100,0) - (0,0) with round caps and then rotate it through 360 degrees and see if the round caps invert at various angles. I already did that. I drew 100 lines like the one you describe. I attached the results. It never fails. It is still possible that there could be some case where it fails, but this does prove that such a case would be very rare. Also, line 256 - does that track rev? It does. I changed the test to if(rev). Cool, but above I was also asking the same question about line 231, and you provided a lot of information about line 231 (and a test to verify it), but didn't answer if the test in line 231 also tracks rev the same way...? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
On 10/20/10 7:54 AM, Denis Lila wrote: In #2, you have a bunch of I'() || B'() which I read as the slope of the derivative (i.e. acceleration) is equal, don't you really mean I() || B() which would mean the original curves should be parallel? Otherwise you could say I'() == B'(), but I think you want to show parallels because that shows how you can use the dxy1,dxy4 values as the parallel equivalents. Not really. I've updated the comment explaining what || does, and it should be clearer now. Basically, A(t) || B(t) means that vectors A(t) and B(t) are parallel (i.e. A(t) = c*B(t), for some nonzero t), not that curves A and B are parallel at t. I'm not sure we are on the same page here. I'() is usually the symbol indicating the derivative of I(). My issue is not with the || operator, but with the fact that you are applying it to the I'() instead of I(). Also, how is A(t) and B(t) are parallel not the same as the curves A and B are parallel at t? Also, A(t) = c*B(t) is always true for all A and B and all t if you take a sample in isolation. Parallel means something like A(t) = c*B(t) with the same value of c for some interval around t, not that the values at t can be expressed as a multiple. Again, I'() || B'() says to me that the derivative curves are parallel, not that the original curves are parallel... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Cool, but above I was also asking the same question about line 231, and you provided a lot of information about line 231 (and a test to verify it), but didn't answer if the test in line 231 also tracks rev the same way...? Oh, no, line 231 isn't mean to be related to rev at all. It just checks to see on which side of the (omx,omy),(mx,my) chord the computed (mmx, mmy) is. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, One clarification: On 10/20/10 7:11 AM, Denis Lila wrote: When would the isCW test trigger? Does it track rev? What happens at 180 degrees (is that test reliable for the randomization that might happen when omxy are directly opposite mxy)? isCw is used for computing the arc bisector by testing whether the computed point is on the side it should be (and multiplying by -1 if not), it is used to compute the sign of cv in drawBezApproxForArc, and for computing rev. The only reason I ask is because I think the sign of mmxy is probably controllable by understanding the input conditions, but this test should be safe (modulo if it really works at 180 degrees). If it has failure modes at 180 degrees then reworking the math to produce the right sign in the first place may be more robust for that case. A test for this is to render (0,0) - (100,0) - (0,0) with round caps and then rotate it through 360 degrees and see if the round caps invert at various angles. I already did that. I drew 100 lines like the one you describe. I attached the results. It never fails. It is still possible that there could be some case where it fails, but this does prove that such a case would be very rare. Also, line 256 - does that track rev? It does. I changed the test to if(rev). ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Also, how is A(t) and B(t) are parallel not the same as the curves A and B are parallel at t? Well, suppose A and B are lines with endpoints (0,0), (2,0) for A and (0,1),(2,1) for B. Obviously, for all t, A and B are parallel at t. However let t = 0.5. Then A(t) = (1,0) and B(t) = (1, 1). The vectors (1,0) and (1,1) are not parallel, so saying A(t) || B(t) is the same as saying that there exists c such that (1,0) = c*(1,1), which isn't true. However, A'(t)=(2,0) and B'(t)=(2,0), and the vectors (2,0) and (2,0) are parallel. Does this make more sense? Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: On 10/20/10 7:54 AM, Denis Lila wrote: In #2, you have a bunch of I'() || B'() which I read as the slope of the derivative (i.e. acceleration) is equal, don't you really mean I() || B() which would mean the original curves should be parallel? Otherwise you could say I'() == B'(), but I think you want to show parallels because that shows how you can use the dxy1,dxy4 values as the parallel equivalents. Not really. I've updated the comment explaining what || does, and it should be clearer now. Basically, A(t) || B(t) means that vectors A(t) and B(t) are parallel (i.e. A(t) = c*B(t), for some nonzero t), not that curves A and B are parallel at t. I'm not sure we are on the same page here. I'() is usually the symbol indicating the derivative of I(). My issue is not with the || operator, but with the fact that you are applying it to the I'() instead of I(). Also, A(t) = c*B(t) is always true for all A and B and all t if you take a sample in isolation. Parallel means something like A(t) = c*B(t) with the same value of c for some interval around t, not that the values at t can be expressed as a multiple. Again, I'() || B'() says to me that the derivative curves are parallel, not that the original curves are parallel... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Right, but it seemed to me that if omxy was the from vector and mxy was the to vector, that the computed mmxy should always be predictably on the same side of it, no? If it was on the wrong side then it wouldn't be a random occurence, it must be related to the input data. So either it is always on the right side, always on the wrong side (i.e. just reverse the rotation in the math), or always on the right/wrong side depending on the CWness of the join angle - which would be reflected in rev... No? ...jim On 10/20/10 10:29 AM, Denis Lila wrote: Cool, but above I was also asking the same question about line 231, and you provided a lot of information about line 231 (and a test to verify it), but didn't answer if the test in line 231 also tracks rev the same way...? Oh, no, line 231 isn't mean to be related to rev at all. It just checks to see on which side of the (omx,omy),(mx,my) chord the computed (mmx, mmy) is. Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, One clarification: On 10/20/10 7:11 AM, Denis Lila wrote: When would the isCW test trigger? Does it track rev? What happens at 180 degrees (is that test reliable for the randomization that might happen when omxy are directly opposite mxy)? isCw is used for computing the arc bisector by testing whether the computed point is on the side it should be (and multiplying by -1 if not), it is used to compute the sign of cv in drawBezApproxForArc, and for computing rev. The only reason I ask is because I think the sign of mmxy is probably controllable by understanding the input conditions, but this test should be safe (modulo if it really works at 180 degrees). If it has failure modes at 180 degrees then reworking the math to produce the right sign in the first place may be more robust for that case. A test for this is to render (0,0) - (100,0) - (0,0) with round caps and then rotate it through 360 degrees and see if the round caps invert at various angles. I already did that. I drew 100 lines like the one you describe. I attached the results. It never fails. It is still possible that there could be some case where it fails, but this does prove that such a case would be very rare. Also, line 256 - does that track rev? It does. I changed the test to if(rev). ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
OK, I can see how your terminology works now, but it seems odd to me. I never consider re-expressing the coordinates on a curve as a vector and basing geometric properties on those constructed vectors. I either consider the points on the curve, or its tangent or its normal - none of which is the value you are expressing. You are, essentially, operating on tangent vectors, but you aren't calling them that, you are calling them something like the vector of the derivative which is a relative (direction only) version of the tangent vector (which has location and direction). When one talks about curves and being parallel, my mind tends to think of the tangents of the curves being parallel and tangents are directed by the first derivative. Also, if you are going to use your definition of vector then parallel is an odd term to use for values that originate from the same point (points considered as a vector are taken to originate from 0,0) - really you want those vectors to be collinear, not (just) parallel. So, either || means the coordinates of the curves expressed as vectors are collinear or it means the curves (i.e. the tangents of the curve at the indicated point) are parallel. Saying vector I() is parallel to vector B() didn't really have meaning to me based on the above biases. So, I get your comment now and all of the math makes sense, but the terminology seemed foreign to me... ...jim On 10/20/10 10:48 AM, Denis Lila wrote: Also, how is A(t) and B(t) are parallel not the same as the curves A and B are parallel at t? Well, suppose A and B are lines with endpoints (0,0), (2,0) for A and (0,1),(2,1) for B. Obviously, for all t, A and B are parallel at t. However let t = 0.5. Then A(t) = (1,0) and B(t) = (1, 1). The vectors (1,0) and (1,1) are not parallel, so saying A(t) || B(t) is the same as saying that there exists c such that (1,0) = c*(1,1), which isn't true. However, A'(t)=(2,0) and B'(t)=(2,0), and the vectors (2,0) and (2,0) are parallel. Does this make more sense? Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: On 10/20/10 7:54 AM, Denis Lila wrote: In #2, you have a bunch of I'() || B'() which I read as the slope of the derivative (i.e. acceleration) is equal, don't you really mean I() || B() which would mean the original curves should be parallel? Otherwise you could say I'() == B'(), but I think you want to show parallels because that shows how you can use the dxy1,dxy4 values as the parallel equivalents. Not really. I've updated the comment explaining what || does, and it should be clearer now. Basically, A(t) || B(t) means that vectors A(t) and B(t) are parallel (i.e. A(t) = c*B(t), for some nonzero t), not that curves A and B are parallel at t. I'm not sure we are on the same page here. I'() is usually the symbol indicating the derivative of I(). My issue is not with the || operator, but with the fact that you are applying it to the I'() instead of I(). Also, A(t) = c*B(t) is always true for all A and B and all t if you take a sample in isolation. Parallel means something like A(t) = c*B(t) with the same value of c for some interval around t, not that the values at t can be expressed as a multiple. Again, I'() || B'() says to me that the derivative curves are parallel, not that the original curves are parallel... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. If I haven't replied to a suggestion, that means I've implemented and I thought it was a good idea, so I don't have anything to say about it. line 238: If X0,Y0,XL,COUNT were bumped up by 1 then you could just reuse SLOPE from the linear indices - just a thought. True, but I would like to preserve the naming differences. CURSLOPE makes it clear that the slope will change. lines 521,527,533: Why are these executed twice? You call these methods again after the initialize common fields code. That seems like double the work just to maybe save 4 lines of shared code? Maybe put the 4 lines of shared code in a helper function that all of the init() methods call? Wow, I can't believe these slipped past me. What happened was that I used to initialize the type specific fields first, to avoid having 2 switch statements. However, that didn't work out (for reasons explained in the comment), so I needed 2 switches after all. I guess I just forgot to delete the init* calls in the first one. I'm pretty sure that the init* calls in the first switch can just be deleted. In fact, it might be a bug to leave them there, since init* calls the AFD iteration function. If we have 2 init calls, the AFD function will be called twice, so this is probably a bug. line 37: If it can't be instantiated, why does it take arguments? Another mistake when cutting, pasting, and modifying old code. getTransformedPoints isn't used? getUntransformedPoints isn't used? fillWithIndxes(float) isn't used? evalQuad isn't used? (Though it does provide symmetry with evalCubic which is used) getFlatness* aren't used? ptSegDistSq isn't used? Should I get rid of these? I wanted to do it, but I wanted to wait until just before pushing because I was afraid I'd start needing them again at some point in the future. line 105: There is a closed form solution to cubic roots. I unfortunately used a bad version in CubicCurve2D.solveCubic and I don't remember if I ever went back and fixed it (it may even have been Cardano's method for all I know). There are versions out there which do work better. The problem with the one in CC2D was that I copied it out of Numerical Recipes in C and apparently the author somehow assumed that all cubics would have 1 or 3 roots, but a cubic of the form (x-a)(x-a)(x-b) has 2 roots. D'oh! While I did find other implementations out there on the net, in the end fixing the closed form solution seemed wrought with issues since many of the tests would use radically different approaches depending on tiny changes in one of the intermediate results and so I worried about FP error even in doubles possibly skewing the results. I think you should leave your code in there, but I wanted to fill you in on other possibities. I looked around for a closed form solution but I only found variations of the one on wikipedia. I decided not to implement it because it looked like I was going to have to deal with complex numbers and I didn't want to do that. It also didn't seem like it would be a lot faster than Newton's method which actually does very few iterations (4-6 if I remember correctly). But I'll keep this in mind, and if I find a good implementation of a closed form formula, I'll use it. line 566: shouldn't horizontal lines be ignored? they don't affect rasterization. They don't, but it's important to always update the current position, otherwise, if we get something like: moveto(0,0),lineTo(100,0), lineTo(100,100), instead of recording a vertical line from 100,0 to 100,100 we would record a diagonal line from 0,0 to 100,100. The actual ignoring is done in the six lines following these two. The link is still http://icedtea.classpath.org/~dlila/webrevs/noflatten2/webrev/ I thoroughly tested it yet, but Java2DDemo looks good. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Round 3... On 10/6/2010 1:36 PM, Denis Lila wrote: webrev: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ I'm going to set the rest of Stroker.java aside for a moment and focus on other areas where I have some better knowledge... Renderer.java: lines 83, 91, 99: can't these be folded into the prior loops? You can update their Y while searching for the [eqc]hi value. lines 178,192: indent to the preceding (? (Also, I'm a big fan of moving the { to a line by itself if an conditional or argument list was wrapped to more than 1 line - the 2D team tends to use that style everywhere in the 2D code...) line 193: add fieldForCmp here instead of every time in the loop? (The compiler will probably/hopefully do that anyway) line 574: indentation? line 612: delete? Or will this be making a comeback sometime? lines 624,626: indentation? lines 724,725: doesn't the assert false omit these? I usually throw an InternalError in cases like this with a description of what went wrong. I've read up through the use of the cache in
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
On 10/19/2010 10:38 AM, Denis Lila wrote: Hi Jim. If I haven't replied to a suggestion, that means I've implemented and I thought it was a good idea, so I don't have anything to say about it. That's mostly true too for me, but there are a couple that I might go back to - I'll let you know when I think I've reached a 100% coverage (getting close). getTransformedPoints isn't used? getUntransformedPoints isn't used? fillWithIndxes(float) isn't used? evalQuad isn't used? (Though it does provide symmetry with evalCubic which is used) getFlatness* aren't used? ptSegDistSq isn't used? Should I get rid of these? I wanted to do it, but I wanted to wait until just before pushing because I was afraid I'd start needing them again at some point in the future. OK, use your best judgment. If they are small and they add to symmetry of services (like evalQuad) or they might be used later, then it isn't a big deal, but dead code in private APIs shouldn't be just left laying around if we can help it. ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 10/19/2010 10:40 AM, Denis Lila wrote: ROCsq - I looked at the wikipedia article and it wasn't clear how it directly related to your function since the article is dealing with the curvature of a function graphed against its own t, but you are dealing with 2 parametric equations combined and graphed against each other. I think I'm going to have to just trust you on this one for now. :-( http://en.wikipedia.org/wiki/Radius_of_curvature_%28applications%29 Did you look at the above wikipedia article? When researching I came across 2 of them, and one of them only mentions natural parameterizations, but the above has the general equation for a R-Rn function, then below that they have the special case where n=2, x(t)=t, and y(t)=f(t). I used the first equation on that page. Actually, I wrote a simple program to make sure the radius of curvature function was correct. I have attached it. It's not a proof, but I think it is convincing. Just hold down the mouse button and move it horizontally. This will change the t value on the curve and the circle drawn will have radius equal to Math.sqrt(ROCsq). You can also change the control points of the curve. There's a bug where when you run it the window is really tiny, so you have to manually resize it and maximize it. I actually did read that article, but I wasn't seeing the fact that it was a multiple parametric equation and that the || were distance calculations rather than simply absolute values. Now I see it. Plugging those concepts in to the first equation the mapping is very direct. One thing that confused me when I was proof-reading it was that the numerator seemed to be dx2dy2 squared when it should be cubed. Then I spotted the final *dx2dy2 term at the end which makes it cubed. I wasn't sure why you isolated that term out there instead of just grouping it with the rest of the numerator - is there a danger of overflow if you multiply it before you do the division? If so, then that is fine since it doesn't actually affect the number of fp ops so it should be the same performance. lines 621-626 and 643-646 - I'm not sure what the derivation of these lines are. I tried to do my own equations, but I seem to be heading in a different direction than you used and it didn't seem like I was going to converge. What equations did you set up to solve to get these calculations? From what I can see we have: - new p1,p4 are calculated - new p(0.5) is calculated - the corresponding dx,dy at t=0,0.5,1 (gives slopes) - slopes at t=0, 0.5 and 1 should be the same for all curves and what you are trying to compute are two scaling constants c1 and c2 that represent how much to scale the dx1,dy1 and dx4,dy4 values to get a curve that interpolates both position and slope at t=0.5. A comment might help here... :-( I see how (dxm,dym) was confusing. The only reason for computing the slope at t=0.5 is to get the point of the offset curve at t=0.5. We don't make the computed curve and the input curve have equal slopes at t=0.5 because this would give us an overdetermined system. What we're trying to do in this function is to approximate an ideal offset curve (call it I) of the input curve B using a bezier curve Bp. The constraints I use to get the equations are: It does help *a lot*, though, so thank you for writing it up. I would move it closer to the code in question since the function has such a long preamble that separates the comment from the code that implements it (also method comments are usually reserved for API documentation purposes). lines 544,559 - I'd remove the line numbers from the comment. They are already wrong and they won't survive any more edits any better. ;-) In #2, you have a bunch of I'() || B'() which I read as the slope of the derivative (i.e. acceleration) is equal, don't you really mean I() || B() which would mean the original curves should be parallel? Otherwise you could say I'() == B'(), but I think you want to show parallels because that shows how you can use the dxy1,dxy4 values as the parallel equivalents. I would rename det43 to invdet43 to indicate that it is the inverse of the determinant. I kept looking at it and thinking he has the determinant in the wrong side until I noticed that it was in the denominator of det43 (which is hard to read in parenthesized C-math). One side note. At first glance I would have thought that the final equations would have subtracted the c2*dxy4 terms rather than adding them (since dxy4 represent p4-p3, not p3-p4 and so the linear interpolation equation looks backwards), but that isn't true because you did all of your math looking to find the c2 that belongs in this equation (as backwards as it seems) and so you got that answer. Interestingly if you look at the effect on the results if you calculate the dxy4 terms the other way around, they are simply negated and the impact would be that c1 would be unaffected (both num and
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Are you happy with the current variable names? Not really. The names you suggested are much better. I'm using them now. As for making a vector class, I think we should push this and then decide. It's absence has already done most of the damage it could possibly do, so it's not an urgent matter. And besides, pushing a good version of this first will make it easier to determine the performance impact of the vector class. line 208 - isn't this just side = false since side is either 0 or 1? Also, side is only ever 1 for an end cap in which case we need exactly 2 90 degree beziers which are very simple to compute and could be hard coded. Was there a reason not to just have a special roundCap function which would be 2 hardcoded and fast emitCurveTo calls? The code would be something like: curveTo(/*x+mx,y+my,*/ x+mx-C*my, y+my+C*mx, x-my+C*mx, y+mx+C*my, x-my, y+mx); curveTo(/*x-my,y+mx,*/ x-my-C*mx, y+mx-C*my, x-mx-C*my, y-my+C*mx, x-mx, y-my); where C = 0.5522847498307933; // Computed btan constant for 90 degree arcs (rest of drawRoundJoin method - it may take some doing, but eventually this method should simplify based on: there will only ever be 1 or 2 curves, Math.sin(Math.atan2()) cancels out as does Math.cos(Math.atan2()) though to do so requires Math.hypot() which is a simpler calculation than any of the transcendentals. So, if there was an easy test for acute/obtuse angle and a way to find the center of an angle (both I'm sure we could find on the net), then we could eliminate the transcendentals from this method). I introduced a drawRoundCap method. This eliminated the side argument from the round join drawing, which made it easier to eliminate the trig function calls. I did this by using dot products to compute cosines (which was possible because now Stroker takes only untransformed paths, and all lineWidths are the same), and I used the double angle identities to compute any sines. I came up with my own ways of detecting acute/obtuse angles and finding the centres of angles (my own meaning I didn't look at any websites), and they consist of: 1. if (omx * mx + omy * my) = 0 then the angle is acute (line 200). 2. I explain this in a comment in the file (line 208). I would combine the emit*To methods into just the one version that takes a boolean. The number of times you call them without the boolean are few and far between and the versions that don't take the boolean are so few lines of code that inlining them into the boolean versions of the methods will still make for nice and tight code. I was tempted to do this. I didn't because the boolean versions will need absolute coordinates, while the non boolean ones require relative ones. So if the non boolean versions need to be called and all we have are the boolean ones, 2 dummy arguments need to be supplied. However, I've looked at the code more closesly, and it turns out that we only use the non boolean versions from inside the boolean versions, so I've followed your suggestion (except on emitLineTo, since the non boolean version of that is used quite a bit). line 374 - why is this moveto here? Doesn't this break the joined path into 2 separate paths? Should this be a lineto? It does break it into 2 separate paths, but that's the correct behaviour in this case. Mathematically speaking, the 2 offset curves are spearate curves (despite any intersections). This changes when we use caps, but when using closePath(), caps aren't drawn so we ishould/i have 2 separate paths. This is also the behaviour of oracle's closed source java (which can be seen in one of the Java2Ddemo demos - the one that draws the offset curves of a star with a vertical slider controlling the line width). (Also, sx0==x0 and sy0==y0 at this point). I am now using s*0 instead of *0, since the expressions involve sdx and sdy, so it's a bit clearer. line 389 - The test here is different from closePath. What if they were both prev == DRAWING_OP_TO? I am now using prev!=DRAWING_OP_TO (not ==, since it is supposed to execute finish() if no nonzero length lines have been fed to Stroker yet). In fact I have removed the started variable since it's equivalent to prev==DRAWING_OP_TO. line 337 - shouldn't this just return? I don't think that empty lines should modify the path at all. If this is a case of moveto(x,y); lineto(x,y) then the finish() code should deal with the path that never went anywhere - i.e. drawing a dot, shouldn't it? The only problem is that moveTo never set up omx,omy so finish will likely draw something random. Perhaps if moveto (and closepath) simply set up omx,omy to w,0 (or 0,-w if you prefer) then finish would do a reasonable thing for empty paths? The reason I made it the way it is is to match what proprietary java does. If one tries to draw a path like moveTo(0,0);lineTo(100,-100);
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Looks like some great new work here! I'll try to keep the pie in the sky suggestions down now so we can get this in soon... On 10/18/2010 2:19 PM, Denis Lila wrote: Hi Jim. I'm just now getting down to the nitty gritty of your webrevs (sigh). Thanks. I hope it's not too bad. The code was great - what sucked was all of the cobwebs on my trig and curve math neurons. PiscesRenderingEngine.java: line 296 - is there an epsilon that we can use? == with floating point often fails with calculations. I was thinking maybe something more like the ULP stuff you did in one of the other files. I don't think 2 non-equal fp values can be subtracted and produce a value that is as small as MIN_VALUE unless you are subtracting 2 extremely tiny numbers. line 338 - null here too If this is now line 341 you still use at which might be a non-null identity transform. I'd just use null as some shapes might try to do some work if they get a non-null identity transform, but null pretty much tells them it's identity. I turned LengthComputer into an iterator. I think it's much cleaner now. There's no longer any of that scale every t in the array so that they become valid parameters of the right subdivided curve. It also uses less memory - just limit+1 curves. I guess I am clever enough ;) (though unfortunately not clever enough to have thought of the idea myself). Interesting solution. I like it. line 248,251 - I thought it was a bug that you used 2 when I thought you should use 0, but it turns out that it doesn't matter because the last point of left is the first point of right. So, I'm not sure why you use 2, but it isn't a bug. However... You only need the array to be 8+6 if you take advantage of that shared point and store the 2 halves at 0..type and type-2 .. 2*type-2. Just a thought. No real bug here. I found a problem with Dashing though. Curves like moveTo(0,0); curveTo(498,498,499,499,500,500); are not handled well at all. http://icedtea.classpath.org/~dlila/webrevs/noflatten2/webrev/ is the link with the new webrev. I have fixed this problem by doing binary search on the results of the flattening. I really don't like this solution because it does *a lot* more subdivisions than just flattening. Ah, I get it now. Hmmm. We can leave it for now, but I'm pretty sure we can detect cases like this because the sides of the control polygon are not relatively equal and only do the recursion if the control polygon indicates some amount of acceleration is happening. Leave it for now and make a mental note of this for later. Also, if there is acceleration then I think you could just solve either the X or the Y cubic for the necessary point (xs = interp(x0,x1,len/leafLen), solve for xs). One simplification to your binary search - since we know the length is relatively close to chord length, just compute the point on the curve at t and then use the distance formula to the start point to compute the arc length - no subdividing needed, just an eval and a linelen, and bsBuf goes away... ...jim Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: HI Denis, On 10/6/2010 1:36 PM, Denis Lila wrote: webrev: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ TransformingPolyIOHelper should be in its own file - we consider more than one class per file to be bad form these days, especially if the class is used outside of that file. I'm a little troubled by how the PolyIOHelper fits into the design. It's odd to talk to the same object for both input and output. I have some ideas there, but I think I'll leave it for a followon email and effort. Dasher.java: boolean needsMoveto; in moveTo and pathDone: if (firstSegBuf is not empty) { output moveto(sx,sy) output firstSegs } needsMoveto = true; // not needed in pathDone in goTo() { if (ON) { if (starting) { store it in firstSegBuf } else { if (needsMoveto) { output moveto(x0,y0); needsMoveto = false; } send it to output } } else { starting = false; needsMoveto = true; // nothing goes to output } } and in ClosePath: lineToImpl(sx, sy, LINE); if (firstSegBuf is not empty) { if (!ON) { // Or if (needsMoveto) output moveTo(sx, sy) } output firstSegs } I don't see a need for firstDashOn or fullCurve Stroker.java: line 129 - proof that miterLimit does not need to be scaled... ;-) I'm going to send this buffer of comments off now and continue on with Stroker.java in a future email... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 10/18/2010 2:21 PM, Denis Lila wrote: Are you happy with the current variable names? Not really. The names you suggested are much better. I'm using them now. As for making a vector class, I think we should push this and then decide. It's absence has already done most of the damage it could possibly do, so it's not an urgent matter. And besides, pushing a good version of this first will make it easier to determine the performance impact of the vector class. Woohoo! Note comment needs updating at line 90. I introduced a drawRoundCap method. This eliminated the side argument from the round join drawing, which made it easier to eliminate the trig function calls. I did this by using dot products to compute cosines (which was possible because now Stroker takes only untransformed paths, and all lineWidths are the same), and I used the double angle identities to compute any sines. I came up with my own ways of detecting acute/obtuse angles and finding the centres of angles (my own meaning I didn't look at any websites), and they consist of: 1. if (omx * mx + omy * my)= 0 then the angle is acute (line 200). 2. I explain this in a comment in the file (line 208). Yay. And I can't believe you got that much mileage out of that one change. Cool! I'll verify the math tomorrow (it doesn't look hard, but I'm almost out of here). I was tempted to do this. I didn't because the boolean versions will need absolute coordinates, while the non boolean ones require relative ones. So if the non boolean versions need to be called and all we have are the boolean ones, 2 dummy arguments need to be supplied. However, I've looked at the code more closesly, and it turns out that we only use the non boolean versions from inside the boolean versions, so I've followed your suggestion (except on emitLineTo, since the non boolean version of that is used quite a bit). OK, no problem. line 374 - why is this moveto here? Doesn't this break the joined path into 2 separate paths? Should this be a lineto? It does break it into 2 separate paths, but that's the correct behaviour in this case. Mathematically speaking, the 2 offset curves are spearate curves (despite any intersections). This changes when we use caps, but when using closePath(), caps aren't drawn so weishould/i have 2 separate paths. This is also the behaviour of oracle's closed source java (which can be seen in one of the Java2Ddemo demos - the one that draws the offset curves of a star with a vertical slider controlling the line width). Oh, duh! I get it. I had been looking at Dasher all day before that and so I was thinking of this in terms of connecting the last dash to the first which would, of course, be one continuous path, but this is Stroker so if you get a close then it has an inner and outer path. Sorry for the distraction. line 389 - The test here is different from closePath. What if they were both prev == DRAWING_OP_TO? I am now using prev!=DRAWING_OP_TO (not ==, since it is supposed to execute finish() if no nonzero length lines have been fed to Stroker yet). In fact I have removed the started variable since it's equivalent to prev==DRAWING_OP_TO. Interesting. I'll have to trace this later, but it sounds good. line 337 - shouldn't this just return? I don't think that empty lines should modify the path at all. If this is a case of moveto(x,y); lineto(x,y) then the finish() code should deal with the path that never went anywhere - i.e. drawing a dot, shouldn't it? The only problem is that moveTo never set up omx,omy so finish will likely draw something random. Perhaps if moveto (and closepath) simply set up omx,omy to w,0 (or 0,-w if you prefer) then finish would do a reasonable thing for empty paths? The reason I made it the way it is is to match what proprietary java does. If one tries to draw a path like moveTo(0,0);lineTo(100,-100); lineTo(100,-100);lineTo(0,-200); instead of ignoring the second lineTo(100,-100) it will instead behave as if it were something like lineTo(100.1,-100.1), and it will draw the join. Of course, just because proprietary java does it, it doesn't mean it's the right thing to do. So, should I still make it ignore segments of 0 length? No, let me think about this some more. Compatible is a good default for now until we understand it fully so let's not derail for that. line 283 - doesn't this simplify to?: t = x10p*(y0-y0p) - y10p*(x0-x0p) (source: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/) then calculating: t = (...)/den; can amortize the dividend from the following 2 calculations. I am using this t calculation now. I don't see how what I had simplified into this though. This is makes me think we were using a wrong equation, which is puzzling since I didn't notice any problems with drawing miters or quadratic beziers. Well, maybe I just made some mistake in trying to show they're equivalent. It doesn't matter. No, actually they
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Round 4... On 10/6/2010 1:36 PM, Denis Lila wrote: webrev: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ BezCurve.java: I'd add some set() methods to BezCurve/Curve and then use a scratch instance in Renderer (and other places?) to reuse those calculations, such as: Curve constructors (obviously) Renderer.curveOrQuadTo() Renderer.initQuad() Renderer.initCurve() Stroker.findSubdivPoints() lines 179,182 - using your d* variables, wouldn't these be: a = 2*(dax*dax + day*day) b = 3*(dax*dbx + day*dby) c = 2*(dax*cx + day*cy) + dbx*dbx + dby*dby d = dbx*cx + dby*cy It has fewer multiplies and more of the multipliers are powers of 2 which are faster than non-power-of-2 multiplies. line 206,210 - a nit - it didn't really confuse me, but halfway through reading this it occurs to me that these are really t0 and t1, right? line 212 - if x0 (t0?) is 0 then you don't need to include it in the roots, no? line 249,257 - these corrections are exponential compared to the sample code on the wikipedia page - was that the slight modification that you mentioned in the comments? line 303 - isn't it enough to just look at the previous T value (or keep a running prevt variable) rather than update every T value in the array? Isn't this enough? int prevt = 0; /* field in Iterator */ next() { curt = Ts[next]; split = (curt - prevt) / (1 - prevt); prevt = curt; } ROCsq - I looked at the wikipedia article and it wasn't clear how it directly related to your function since the article is dealing with the curvature of a function graphed against its own t, but you are dealing with 2 parametric equations combined and graphed against each other. I think I'm going to have to just trust you on this one for now. :-( Done with BezCurve.java... Stroker.java: lines 558 (et al) - create a helper function for all of these (degenerates to a line) cases? lines 621-626 and 643-646 - I'm not sure what the derivation of these lines are. I tried to do my own equations, but I seem to be heading in a different direction than you used and it didn't seem like I was going to converge. What equations did you set up to solve to get these calculations? From what I can see we have: - new p1,p4 are calculated - new p(0.5) is calculated - the corresponding dx,dy at t=0,0.5,1 (gives slopes) - slopes at t=0, 0.5 and 1 should be the same for all curves and what you are trying to compute are two scaling constants c1 and c2 that represent how much to scale the dx1,dy1 and dx4,dy4 values to get a curve that interpolates both position and slope at t=0.5. A comment might help here... :-( line 687 - dup? line 856 - use a scratch Curve instance and set methods to reduce GC? line 857 - this is true if the first vector is parallel to either axis, but the comment after it says only parallel to the x axis - is that a problem? Also, if both are 0 then no parallel constraint is applied even if it does start out parallel. I imagine that this is all OK because the both 0 case should be rare/non-existant and the y-axis case will also benefit from the same optimization...? lines 861-863: sin/cos and atan2 cancel each other out. It is faster to compute the hypotenuse and then divide the x and y by the hypotenuse to get the cos and sin. (cos = x/hypot; sin = y/hypot;) Cache and TileGenerator look ok... I think I'm done at this point except for not understanding the parallel cubic equations I mentioned above and the ROCsq method... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Round 3... On 10/6/2010 1:36 PM, Denis Lila wrote: webrev: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ I'm going to set the rest of Stroker.java aside for a moment and focus on other areas where I have some better knowledge... Renderer.java: lines 83, 91, 99: can't these be folded into the prior loops? You can update their Y while searching for the [eqc]hi value. lines 178,192: indent to the preceding (? (Also, I'm a big fan of moving the { to a line by itself if an conditional or argument list was wrapped to more than 1 line - the 2D team tends to use that style everywhere in the 2D code...) line 193: add fieldForCmp here instead of every time in the loop? (The compiler will probably/hopefully do that anyway) line 238: If X0,Y0,XL,COUNT were bumped up by 1 then you could just reuse SLOPE from the linear indices - just a thought. lines 521,527,533: Why are these executed twice? You call these methods again after the initialize common fields code. That seems like double the work just to maybe save 4 lines of shared code? Maybe put the 4 lines of shared code in a helper function that all of the init() methods call? line 574: indentation? line 566: shouldn't horizontal lines be ignored? they don't affect rasterization. line 612: delete? Or will this be making a comeback sometime? lines 624,626: indentation? lines 724,725: doesn't the assert false omit these? I usually throw an InternalError in cases like this with a description of what went wrong. I've read up through the use of the cache in emitRow(). I'll continue with reviewing the cache in the next set, meanwhile I also took a look at the helper classes... Helpers.java: line 37: If it can't be instantiated, why does it take arguments? getTransformedPoints isn't used? getUntransformedPoints isn't used? fillWithIndxes(float) isn't used? evalQuad isn't used? (Though it does provide symmetry with evalCubic which is used) getFlatness* aren't used? ptSegDistSq isn't used? line 105: There is a closed form solution to cubic roots. I unfortunately used a bad version in CubicCurve2D.solveCubic and I don't remember if I ever went back and fixed it (it may even have been Cardano's method for all I know). There are versions out there which do work better. The problem with the one in CC2D was that I copied it out of Numerical Recipes in C and apparently the author somehow assumed that all cubics would have 1 or 3 roots, but a cubic of the form (x-a)(x-a)(x-b) has 2 roots. D'oh! While I did find other implementations out there on the net, in the end fixing the closed form solution seemed wrought with issues since many of the tests would use radically different approaches depending on tiny changes in one of the intermediate results and so I worried about FP error even in doubles possibly skewing the results. I think you should leave your code in there, but I wanted to fill you in on other possibities. BezCurve.java: Didn't you get a complaint that this class is defined in a file of the wrong name? Maybe the compiler doesn't complain because the class isn't public, but one of the names should change to match. line 59: I'd throw an internal error and the compiler would be appeased. line 35: If you make this a create factory then it can leverage the code in the existing constructors - just a thought. I'll stop here and hit send - not much left after this round... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
HI Denis, I'm just now getting down to the nitty gritty of your webrevs (sigh). On 10/6/2010 1:36 PM, Denis Lila wrote: webrev: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ PiscesRenderingEngine.java: line 278 - the det calculation is missing b. line 296 - is there an epsilon that we can use? == with floating point often fails with calculations. line 308 - miterlimit is a ratio of lengths and should not need to be scaled. line 332 - I think you can use a null transform for the same result. line 338 - null here too TransformingPolyIOHelper should be in its own file - we consider more than one class per file to be bad form these days, especially if the class is used outside of that file. I'm a little troubled by how the PolyIOHelper fits into the design. It's odd to talk to the same object for both input and output. I have some ideas there, but I think I'll leave it for a followon email and effort. Dasher.java: lines 110,111 - shouldn't you check if there are any first segments before writing the extra move? lines 150-152 - starting should be left true until you reach the end of the dash, no? Otherwise you only hold back the starting segments up until the first piece of a curve. Everything should be held back until you reach an off piece. I don't think the logic for these variables is right yet. Here is what I see: boolean needsMoveto; in moveTo and pathDone: if (firstSegBuf is not empty) { output moveto(sx,sy) output firstSegs } needsMoveto = true; // not needed in pathDone in goTo() { if (ON) { if (starting) { store it in firstSegBuf } else { if (needsMoveto) { output moveto(x0,y0); needsMoveto = false; } send it to output } } else { starting = false; needsMoveto = true; // nothing goes to output } } and in ClosePath: lineToImpl(sx, sy, LINE); if (firstSegBuf is not empty) { if (!ON) { // Or if (needsMoveto) output moveTo(sx, sy) } output firstSegs } I don't see a need for firstDashOn or fullCurve line 228 - Lazy allocate lc? Polygons, rectangles, and lines won't need it to be dashed (though dashing is already expensive enough it might not be noticeable, still waste is waste and there is only one piece of code that uses lc so it is easy to protect with a lazy allocation) line 235 - is there a reason to output a curve of 0 length? lines of 0 length are omitted... line 257 - shouldn't the left and right indices always be at 0 and type-curCurveoff? It looks like after the first time through this loop you are storing the right half on top of the left half (see line 262)? That would output odd values if any curve gets subdivided more than once, though, right? line 289 - LenComputer always allocates maxcurves segements which is 8*1024 words (32K) + object overhead * 1024 + 2 more arrays of 1025 words. That's a lot of memory for the worst case scenario. It might be nice to come back to this and have it be more dynamic (and it is more of a push to have the lc variable be lazily allocated above). Also, if you are clever enough, you never need storage for more than about 10 (maybe 11) curves even if you produce 1024 t's and len's - due to the recursive nature of the subdivision that leaves one half dormant while the other half is explored. line 347,352 - it might be cleaner to have the calling function keep track of how far into the curve you are and communicate this to the method so it doesn't have to clobber its data based on an assumption of how the calling function is structured. But, this arrangement works fine for the current purposes and you do have a TODO comment in there about this. Stroker.java: line 129 - proof that miterLimit does not need to be scaled... ;-) I'm going to send this buffer of comments off now and continue on with Stroker.java in a future email... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Round 2 On 10/13/2010 3:40 PM, Jim Graham wrote: HI Denis, I'm just now getting down to the nitty gritty of your webrevs (sigh). On 10/6/2010 1:36 PM, Denis Lila wrote: webrev: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ Stroker.java: Are you happy with the current variable names? You're doing the bulk of the work now so if they make sense to you now then it might be best to leave them alone, but they give me headaches trying to figure them out. I think you are right that it might help to create some vector helper classes. I eventually got used to the naming by the time I was done with the file, but yikes - this will hurt the next guy that comes along to maintain the code. The sx0,sy0,sdx,sdy variables are (reasonably) well named. The x0,y0,pdx,pdy variables aren't consistent. Perhaps cx0,cy0,cdx,cdy for current would make more sense? The mx0,my0,omx,omy variables are even further from the prior naming conventions, what about smx,smy,cmx,cmy? I would combine the emit*To methods into just the one version that takes a boolean. The number of times you call them without the boolean are few and far between and the versions that don't take the boolean are so few lines of code that inlining them into the boolean versions of the methods will still make for nice and tight code. line 208 - isn't this just side = false since side is either 0 or 1? Also, side is only ever 1 for an end cap in which case we need exactly 2 90 degree beziers which are very simple to compute and could be hard coded. Was there a reason not to just have a special roundCap function which would be 2 hardcoded and fast emitCurveTo calls? The code would be something like: curveTo(/*x+mx,y+my,*/ x+mx-C*my, y+my+C*mx, x-my+C*mx, y+mx+C*my, x-my, y+mx); curveTo(/*x-my,y+mx,*/ x-my-C*mx, y+mx-C*my, x-mx-C*my, y-my+C*mx, x-mx, y-my); where C = 0.5522847498307933; // Computed btan constant for 90 degree arcs (rest of drawRoundJoin method - it may take some doing, but eventually this method should simplify based on: there will only ever be 1 or 2 curves, Math.sin(Math.atan2()) cancels out as does Math.cos(Math.atan2()) though to do so requires Math.hypot() which is a simpler calculation than any of the transcendentals. So, if there was an easy test for acute/obtuse angle and a way to find the center of an angle (both I'm sure we could find on the net), then we could eliminate the transcendentals from this method). line 283 - doesn't this simplify to?: t = x10p*(y0-y0p) - y10p*(x0-x0p) (source: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/) then calculating: t = (...)/den; can amortize the dividend from the following 2 calculations. line 337 - shouldn't this just return? I don't think that empty lines should modify the path at all. If this is a case of moveto(x,y); lineto(x,y) then the finish() code should deal with the path that never went anywhere - i.e. drawing a dot, shouldn't it? The only problem is that moveTo never set up omx,omy so finish will likely draw something random. Perhaps if moveto (and closepath) simply set up omx,omy to w,0 (or 0,-w if you prefer) then finish would do a reasonable thing for empty paths? line 374 - why is this moveto here? Doesn't this break the joined path into 2 separate paths? Should this be a lineto? (Also, sx0==x0 and sy0==y0 at this point). line 389 - The test here is different from closePath. What if they were both prev == DRAWING_OP_TO? line 394 - or prev = CLOSE to match the initial state? (I guess it shouldn't really matter unless an upstream feeder has a bug.) line 486 - this leaves the current point in a different place than line 510, does that matter? My head started spinning when evaluating the parallel curve methods so I'll stop here for now... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. 2. I changed how the alpha map is managed in PiscesTileGenerator to something that's a bit clearer and uses less memory (the latter comes from changing the +300 in the alpha tile allocation to +1. If there was a good reason for using 300, please tell me). Did I do that? Wow. I wish I knew. There were probably some bugs in the alpha accumulation at some point. Since it was indexed by a byte, I find it hard to believe that it would need 300 entries of padding. I don't know who did it. I didn't mean to imply I thought it was you. In hindsight, the wording of If there was a good reason for using 300, please tell me was pretty terrible. I only asked because 300 seemed like a very out of place number and I thought it was a bugfix, but I couldn't see for what bug, so I thought you might know since you've helped me out in this sort of situation before (i.e. sx0, sy0 in Dasher). One thing - will we ever need more than one alpha map in practice? I don't believe we will since it depends on the maxalpha from the Renderer which is a fixed value. So, the hashmap cache is probably overkill compared to just seeing if the existing one is the right size, no? Right now, it's true that there will never be more than one alpha map, so you might say the HashMap is overkill, but I don't think this is a problem because performance wise it costs nearly nothing and I think the code is easier to read now. But it's not a big deal, I can change it back if you want. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 10/8/2010 8:53 AM, Denis Lila wrote: ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 10/12/2010 6:01 AM, Denis Lila wrote: Hi Jim. 2. I changed how the alpha map is managed in PiscesTileGenerator to something that's a bit clearer and uses less memory (the latter comes from changing the +300 in the alpha tile allocation to +1. If there was a good reason for using 300, please tell me). Did I do that? Wow. I wish I knew. There were probably some bugs in the alpha accumulation at some point. Since it was indexed by a byte, I find it hard to believe that it would need 300 entries of padding. I don't know who did it. I didn't mean to imply I thought it was you. In hindsight, the wording of If there was a good reason for using 300, please tell me was pretty terrible. I only asked because 300 seemed like a very out of place number and I thought it was a bugfix, but I couldn't see for what bug, so I thought you might know since you've helped me out in this sort of situation before (i.e. sx0, sy0 in Dasher). It was most likely me since this code hasn't been touched much since I hacked it together. I wasn't put out by your comment, I was simply making a public showing of confusion to cover my embarrassment. ;-) One thing - will we ever need more than one alpha map in practice? I don't believe we will since it depends on the maxalpha from the Renderer which is a fixed value. So, the hashmap cache is probably overkill compared to just seeing if the existing one is the right size, no? Right now, it's true that there will never be more than one alpha map, so you might say the HashMap is overkill, but I don't think this is a problem because performance wise it costs nearly nothing and I think the code is easier to read now. But it's not a big deal, I can change it back if you want. No, I think it's OK if it doesn't show up on any benchmarks... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. Sorry for all the e-mails, but I made a couple of other notable changes I should mention. 1. The optimization I described in one of my other e-mails that allowed Renderer to skip subdivision of curves into monotonic pieces if the curves came from Stroker is gone. There was a bug with round joins and caps (the curves composing them would not be monotonic). I could have fixed this, but there's also the problem that the rest of Stroker's output curves can only be guaranteed to be monotonic in x and y if we can find all points in the non-offset curve where the radius of curvature == linewidth. My algorithm that tries to find these points does so pretty well, but it doesn't always find them all. 2. I changed how the alpha map is managed in PiscesTileGenerator to something that's a bit clearer and uses less memory (the latter comes from changing the +300 in the alpha tile allocation to +1. If there was a good reason for using 300, please tell me). That's all. Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 9/27/2010 7:43 AM, Denis Lila wrote: Hi Jim. How much faster? I'm worried about this, especially given our tiled approach to requesting the data. What was the bottleneck before? (It's been a while since I visited the code - we weren't computing the crossings for every curve in the path for every tile being generated were we?) Not much faster. I'm working on someting better. Then hopefully we can get to something with better memory and CPU costs. I'm not sure about the bottleneck, but what we were doing before is: 1. Flatten (by subdividing) every curve so that we deal only with lines. 2. Add each line to a list sorted by y0. When end_rendering was called for each scanline we found the crossings of the scanline and every line in our line list, which we used to compute the alpha for that scanline's pixel row. All this would be put into RLE encoded temporary storage and it would be read back and converted into tile form by PiscesTileGenerator. Speaking of which, would it not be better to get rid of PiscesCache and just keep a buffer with the current tile row in Renderer.java. This would be possible because the specification for AATileGenerator says the iteration is like: for (y...) for (x...);. Why is PiscesCache there? It isn't being used as a cache at all. Could it be? Also, why do we output tiles, instead of just pixel rows (which I guess would just be nx1 tiles). Is it because we would like to use getTypicalAlpha to eliminate completely transparent or completely opaque regions as soon as possible (and the longer a tile is the less of a chance it has at being either of those two)? That was basically cramming what we had into the interface's box. The cache existed for something that was being done on mobile, but it doesn't have much of a place in our APIs so it was just reused for tile generation. If we have a much more direct way of doing it then it would be great to get rid of it. I think we can support ALL1s and ALL0s reasonably without the cache. I can see your points here. I think there are solutions to avoid much of the untransforming we can consider, but your solution works well so let's get it in and then we can look at optimizations if we feel they are causing a measurable problem later. I should say this isn't quite as bad as I might have made it seem. Firstly, this IO handler class I made elimiinates transformations when Dasher communicates with Stroker. More importantly, no untransforming is done when the transformation is just a translation or is the identity or is singular and when STROKE_CONTROL is off, we only transform the output path. That's because the most important reason for handling transforms the way I do now is because we can't normalize untransformed paths, otherwise coordinate adjustments might be magnified too much. So, we need to transform paths before normalization. But we also can't do the stroking and widening before the normalization. But if normalization is removed we can just pass untransformed paths into Stroker, and transform its output (which is still somewhat more expensive than only trasnforming the input path, since Stroker produces many 3-7 curves for each input curve). Can the untransform be eliminated in the case of scaling? (Whether just for uniform scaling, or maybe even for non-uniform scaling with no rotation or shearing?) I'm not sure I understand the reasoning of the control point calculation. I'll have to look at the code to register an opinion. I'm sorry, my explanation wasn't very clear. I attached a picture that will hopefully clarify things. But, in a way, the computation I use is forced on us. Suppose we have a quadratic curve B and we need to compute one of its offsets C. C'(0) and C'(1) will be
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. Then hopefully we can get to something with better memory and CPU costs. I re-implemented the AA rasterizer twice more, with saving memory in mind. The first version used a completely different algorithm for computing crossings: It didn't do it incrementally. It just computed the t value where B(t)-CurrentScanline=0 using newton's method, then it computed the x value at this t, and that's the crossing. Because all our curves were monotonic in x and y, we could guarantee that there was exaclty one such t per scanline per curve. The initial x0 in Newton's method was (scanline - y0)/(y1-y0) (where y1 and y0 are the y extrema of the curve). This could be computed incrementally using just one addition per scanline, and it worked very nicely in minimizing the iterations in Newton's method. However, there still had to be at least one iteration, which came with at least one multiplication and one division per scanline, which is much more expensive than what adaptive forward differencing was doing. However, it was still a bit faster than the adaptive forward differencing version, probably since it didn't need to allocate ridiculous amounts of memory. The memory usage of this was far better than anything we had had until then, because for storing crossings it only needed 4*n bytes, where n is the highest number of crossings on any scanline, as opposed to 4*numScanlines*n, which is what I had before. Since we store curves, instead of the lines produced by flattening curves, this storage is also reduced by a lot. But then I found a way to implement adaptive forward differencing AND save memory. So, what I have now has the same memory usage described above, but it's also a little faster (even now, that I haven't optimized it at all). The webrev containing this isn't up yet (but everything else in the last webrev link I sent is pretty much the same as what I have now on my machine, so feel free to look at Stroker.java). Can the untransform be eliminated in the case of scaling? (Whether just for uniform scaling, or maybe even for non-uniform scaling with no rotation or shearing?) I'm glad you bring this up. I thought a bit about this, and the only thing that causes problems in Stroker is that for some transformations, if we feed Stroker the transformed curve, the width will not be constant throughout the curve. Therefore we can eliminate the untransforming for every matrix that keeps these lengths constant. This turns out to be any constant multiples of orthogonal matrices. So, if the transformation is A=[[a,b],[c,d]], all we have to do is check for a*b==-c*d a*a+c*c==b*b+d*d. If this is the case, we can just make the pathIterator of the shape do the transforming, and we can forget all about it (which is great, since what's hurting us is the transformation of our output paths, not the untransformation of the input). So, to answer your question, we can't eliminate the untransforming for non uniform scalings, but we can eliminate it for rotations, uniform transforms, and even for shears of the form [[1,b],[-b,1]]. You rock then! A bug should be filed on closed JDK. Can you file it or send me your test case and I'll do it? I filed it. Bug id: 6987950. Thank you, Ummm... Thank *you*. You're doing all the good work here, I'm just sitting back, throwing out tiny crumbs of past experience and watching the ensuing woodchips fly with awe. I've had on my wish list for some time to be able to eliminate these last few closed source holdouts, but the quality of the Ductus code was so high that I never got motivated to try. Who knows now... ;-) Well, I couldn't have done it without your help, so Thank you, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 9/27/2010 7:43 AM, Denis Lila wrote: Hi Jim. How much faster? I'm worried about this, especially given our tiled approach to requesting the data. What was the bottleneck before? (It's been a while since I visited the code - we weren't computing the crossings for every curve in the path for every tile being generated were we?) Not much faster. I'm working on someting better. I'm not sure about the bottleneck, but what we were doing before is: 1. Flatten (by subdividing) every curve so that we deal only with lines. 2. Add each line to a list sorted by y0. When end_rendering was called for each scanline we found the crossings of the scanline and every line in our line list, which we used to compute the alpha for that scanline's pixel row. All this would be put into RLE encoded temporary storage and it would be read back and converted into tile form by PiscesTileGenerator. Speaking of which, would it not be better to get rid of PiscesCache and just keep a buffer with the current tile row in Renderer.java. This would be possible because the specification for AATileGenerator says the iteration is like: for (y...) for (x...);. Why is
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 9/27/2010 7:43 AM, Denis Lila wrote: Hi Jim. How much faster? I'm worried about this, especially given our tiled approach to requesting the data. What was the bottleneck before? (It's been a while since I visited the code - we weren't computing the crossings for every curve in the path for every tile being generated were we?) Not much faster. I'm working on someting better. Then hopefully we can get to something with better memory and CPU costs. I'm not sure about the bottleneck, but what we were doing before is: 1. Flatten (by subdividing) every curve so that we deal only with lines. 2. Add each line to a list sorted by y0. When end_rendering was called for each scanline we found the crossings of the scanline and every line in our line list, which we used to compute the alpha for that scanline's pixel row. All this would be put into RLE encoded temporary storage and it would be read back and converted into tile form by PiscesTileGenerator. Speaking of which, would it not be better to get rid of PiscesCache and just keep a buffer with the current tile row in Renderer.java. This would be possible because the specification for AATileGenerator says the iteration is like: for (y...) for (x...);. Why is PiscesCache there? It isn't being used as a cache at all. Could it be? Also, why do we output tiles, instead of just pixel rows (which I guess would just be nx1 tiles). Is it because we would like to use getTypicalAlpha to eliminate completely transparent or completely opaque regions as soon as possible (and the longer a tile is the less of a chance it has at being either of those two)? That was basically cramming what we had into the interface's box. The cache existed for something that was being done on mobile, but it doesn't have much of a place in our APIs so it was just reused for tile generation. If we have a much more direct way of doing it then it would be great to get rid of it. I think we can support ALL1s and ALL0s reasonably without the cache. I can see your points here. I think there are solutions to avoid much of the untransforming we can consider, but your solution works well so let's get it in and then we can look at optimizations if we feel they are causing a measurable problem later. I should say this isn't quite as bad as I might have made it seem. Firstly, this IO handler class I made elimiinates transformations when Dasher communicates with Stroker. More importantly, no untransforming is done when the transformation is just a translation or is the identity or is singular and when STROKE_CONTROL is off, we only transform the output path. That's because the most important reason for handling transforms the way I do now is because we can't normalize untransformed paths, otherwise coordinate adjustments might be magnified too much. So, we need to transform paths before normalization. But we also can't do the stroking and widening before the normalization. But if normalization is removed we can just pass untransformed paths into Stroker, and transform its output (which is still somewhat more expensive than only trasnforming the input path, since Stroker produces many 3-7 curves for each input curve). Can the untransform be eliminated in the case of scaling? (Whether just for uniform scaling, or maybe even for non-uniform scaling with no rotation or shearing?) I'm not sure I understand the reasoning of the control point calculation. I'll have to look at the code to register an opinion. I'm sorry, my explanation wasn't very clear. I attached a picture that will hopefully clarify things. But, in a way, the computation I use is forced on us. Suppose we have a quadratic curve B and we need to compute one of its offsets C. C'(0) and C'(1) will be parallel to B'(0) and B'(1) so we need to make sure our computed offset has this property too (or it would look weird around the endpoints). Now, B'(0) and B'(1) are parallel to p2-p1 and p3-p2 where p1,p2,p3 are the 3 control points that define B, so if the control points of C are q1, q2, q3 then q2-q1 and q3-q2 must be parallel to p2-p1 and p3-p2 respectively. At this point, we need more constraint, since our system is underdetermined. We use the constraints that q1 = C(0) and q3 = C(1) (so, the endpoints of the computed offset are equal to the endpoints of the ideal offset). All we have left to compute is q2, but we know the direction of q2-q1 and the direction of q3-q2, so q2 must lie on the lines defined by q1+t*(q2-q1) and q3+t*(q3-q2) so q2 must be the intersection of these lines. I agree that if you are creating a parallel curve then intersection is the way to go. I guess what I was potentially confused about was whether there are cases where you need to subdivide at all? Regardless of subdivision, when you get down to the final step of creating the parallel curves then I believe offsetting and finding the intersection is correct (though I reserve the possibility
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. I'll take a look at this if I can, but last minute JavaOne issues (like a rewrite of my slides - gulp) are starting to take over my life for the next couple of weeks. That's ok. That webrev wasn't as polished as I thought. I've done a lot of testing since then and fixed many bugs. I ran Java2D without any problems. The frame rate for the animations isn't noticeably different, but that's because they don't draw many curves. I put timers in pisces and the time spent in it (including line/move/quad/curve calls to the output PathConsumer2D) is at least 3-4 times smaller than in pisces without this changeset. When many curves are widened the improvement goes up to a factor of 17-20. Anti aliasing was also a bit better (this did come with a frame rate improvement). I also ran a 2D graphics test suite: http://icedtea.classpath.org/hg/gfx-test/ It generates thousands of images using combinations of different strokes colours and shapes. It is fairly exhaustive, in that it uses all caps, all joins many different line widths, different dashing patterns, different colours, different shapes, and so on. It does this for a java implementation to be tested and for a reference implementation and compares the generated images against each other. I've been using the closed source java as a reference. Compared to icedtea6 version 1.8, openjdk7 with my patch does much better. The number of generated images that are identical to closed java has more than doubled. No test suite performs worse and every image I've seen is closer to the reference images. I have not put any of the test results online yet because that would be 400 megabytes and I'm not sure I'm allowed. I'll try tomorrow. I've also rendered at least 5 random curves using this changeset just to make sure there are no catastrophic failures (things like crashes, half the screen going black, etc.) Everything looked good. I should give a high level overview of how things have changed: 1) Antialiasing uses adaptive forward differencing. Now I rasterize each curve as soon as I receive it and store the crossings instead of storing curves and computing the crossings as needed. This is faster, but not as memory friendly so I'm a bit uneasy about this decision. What do you think? 2) In Dasher.java I implemented the buffer to store initial segments. 3) For dashing, I compute curve lengths using the algorithm you told me about. 4) Transforms are handled differently. We used to transform everything before feeding it to pisces. Since pisces has to compute offsets, it needed to know about these transforms. This made things very confusing. I have introduced a class which Stroker and Dasher use for IO that knows about transformations. So, when a shape is being rendered its path iterator transforms the points. These transformed points are then normalized (if normalization is on). Then they are passed through this IO handler which untransforms the points and feeds them to Dasher or Stroker, which pass their output through the IO handler again which transforms them. Unfortunately, this will do many more transformations than before. The reason I did this is to avoid going back and forth between user space and device space coordinates in the same file. 5) In stroker, we used to keep variables that stored the previous point (px0,py0) and the second point (sx1 and sy1, I think). I eliminated these. They were misleading and unnecessary and just don't make sense if we have curves. They were misleading because the only way they were ever used was to get tangent vectors at the start and current position in the path. I replaced them with variables that hold these tangents. This is much clearer and saves us many subtractions. Because of this some of the methods parameters have changed. The computeMiter parameters are a good example of ones that should have changed but didn't because I didn't have time to refactor it. This should be done because if we use vectors it will be clearer and will help with 9). 6) 0 length curves and lines were being ignored. This isn't what proprietary java does (which is drawing caps/joins as if a tiny horizontal line going right had just been drawn). I fixed this to match the behaviour of proprietary java. Because of the change above, this turned out to be a 3 liner. 7) I put code that draws joins in its own method (drawJoin). This made the close and finish methods much clearer and allowed me to fix this createStrokedShape issue: http://bugs.openjdk.java.net/show_bug.cgi?id=100046 8) To compute cubic offset curves first I subdivide the original curve at points where it starts bending too much (i.e. more than 90 degrees since the last subdivision), has inflection points, and where one of the offset curves has cusps (see comments in the file for more on this). Finding the offset cusps was the main reason for 4, since if we worked with transformed coordinates there could be shears and the linewidth would not be constant (we need
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. I think I finally have a version without correctness problems: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ Assuming no bugs, there are still a few minor issues: - whitespace (I'll fix this tomorrow) - comments (also tomorrow) - in dasher, there are variables called sx1, sy1. They seem useless to me. It would help a lot if they are. Could you please look at this? If anything at all is confusing in it, please contact me (e-mail or irc: I'm on OFTC #openjdk. My nickname is dlila). Thank you, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, Things got really busy for me over the past week so I wasn't able to keep up with the discussion on this, but I will be looking more at it next week. In the meantime it sounds like you are on the right track. I wish I'd have investigated it to the level you are at so I could be of more immediate help, but hopefully I'll get there when I review your various changes... ...jim On 9/7/2010 2:11 PM, Denis Lila wrote: Hello Jim. So, I finally have a webrev for serious consideration: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ There are still some printing statements I used for debugging, and the whitespace is probably pretty bad (tell me if this poses a problem when reading the code, and I'll clean it up), but I don't want to waste time removing that stuff unless necessary, since this is doubtlessly not the last version. I also included a Test.java file that I found useful for testing and debugging. It has a main method, and it allows pisces to run as a standalong project in eclipse (as long as you set the JRE to be openjdk7 since it needs to know about AATileGenerator and some other non public interfaces). From testing it, the only problem I noticed is that it doesn't do very well with tight loops. So, a path like p.moveTo(0,0);p.curveTo(1000, 1000, 400, 500, 0, -150); isn't stroked very well when using the rotating algorithm. When using just the make monotonic algorithm it is ok (right now, it is set to use the latter - you can change this by uncommenting Stroker.java:1011 and commenting out Stroker.java:1012). This leads me to believe that we need to detect and perhaps subdivide at loops in addition to the current subdivision locations. However, I have not yet looked too deeply into why the problem arises and how to fix it. I welcome suggestions. Thanks, Denis. I figured out what the problem is. The problem isn't really tight loops. The problem is cusps in the offset curves. These happen when the line width is equal to the radius of curvature of the curve being processed (although, this may be just a necessary condition and not sufficient, but this doesn't matter). It seems like we have to split at values of t where the above condition holds. However, I can't see a way to do this without resorting to Newton's method for finding the roots of RadiusOfCurvature(t) - lineWidth. It would be really easy, however, if we had the arc length parametrization of the curve in question, but this won't necessarily be a polynomial. A good way might be to find a polynomial approximation to its inverse (this would make dashing considerably easier too). Regards, Denis. - Denis Liladl...@redhat.com wrote: - Jim Grahamjames.gra...@oracle.com wrote: OK, I see. You were doubting that the thing that came after Pisces could be that much different considering that Pisces is rendering many more sub-pixels. Actually, embarrassingly I think it can. It just means the non-AA renderer has some performance issues. One thing I can think of is that the SpanShapeIterator uses a native method call per path segment and the cost of the context switches into native and back for each path segment dominate the performance of long paths. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). So, yes, this isn't out of the question... ...jim On 9/2/2010 3:40 PM, Denis Lila wrote: Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, Things got really busy for me over the past week so I wasn't able to keep up with the discussion on this, but I will be looking more at it next week. In the meantime it sounds like you are on the right track. I wish I'd have investigated it to the level you are at so I could be of more immediate help, but hopefully I'll get there when I review your various changes... ...jim On 9/7/2010 2:11 PM, Denis Lila wrote: Hello Jim. So, I finally have a webrev for serious consideration: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ There are still some printing statements I used for debugging, and the whitespace is probably pretty bad (tell me if this poses a problem when reading the code, and I'll clean it up), but I don't want to waste time removing that stuff unless necessary, since this is doubtlessly not the last version. I also included a Test.java file that I found useful for testing and debugging. It has a main method, and it allows pisces to run as a standalong project in eclipse (as long as you set the JRE to be openjdk7 since it needs to know about AATileGenerator and some other non public interfaces). From testing it, the only problem I noticed is that it doesn't do very well with tight loops. So, a path like p.moveTo(0,0);p.curveTo(1000, 1000, 400, 500, 0, -150); isn't stroked very well when using the rotating algorithm. When using just the make monotonic algorithm it is ok (right now, it is set to use the latter - you can change this by uncommenting Stroker.java:1011 and commenting out Stroker.java:1012). This leads me to believe that we need to detect and perhaps subdivide at loops in addition to the current subdivision locations. However, I have not yet looked too deeply into why the problem arises and how to fix it. I welcome suggestions. Thanks, Denis. I figured out what the problem is. The problem isn't really tight loops. The problem is cusps in the offset curves. These happen when the line width is equal to the radius of curvature of the curve being processed (although, this may be just a necessary condition and not sufficient, but this doesn't matter). It seems like we have to split at values of t where the above condition holds. However, I can't see a way to do this without resorting to Newton's method for finding the roots of RadiusOfCurvature(t) - lineWidth. It would be really easy, however, if we had the arc length parametrization of the curve in question, but this won't necessarily be a polynomial. A good way might be to find a polynomial approximation to its inverse (this would make dashing considerably easier too). Regards, Denis. - Denis Liladl...@redhat.com wrote: - Jim Grahamjames.gra...@oracle.com wrote: OK, I see. You were doubting that the thing that came after Pisces could be that much different considering that Pisces is rendering many more sub-pixels. Actually, embarrassingly I think it can. It just means the non-AA renderer has some performance issues. One thing I can think of is that the SpanShapeIterator uses a native method call per path segment and the cost of the context switches into native and back for each path segment dominate the performance of long paths. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). So, yes, this isn't out of the question... ...jim On 9/2/2010 3:40 PM, Denis Lila wrote: Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization. - Jim Grahamjames.gra...@oracle.com wrote: ...jim On 9/2/2010 3:20 PM, Denis Lila wrote: Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Grahamjames.gra...@oracle.comwrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. So, I finally have a webrev for serious consideration: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ There are still some printing statements I used for debugging, and the whitespace is probably pretty bad (tell me if this poses a problem when reading the code, and I'll clean it up), but I don't want to waste time removing that stuff unless necessary, since this is doubtlessly not the last version. I also included a Test.java file that I found useful for testing and debugging. It has a main method, and it allows pisces to run as a standalong project in eclipse (as long as you set the JRE to be openjdk7 since it needs to know about AATileGenerator and some other non public interfaces). From testing it, the only problem I noticed is that it doesn't do very well with tight loops. So, a path like p.moveTo(0,0);p.curveTo(1000, 1000, 400, 500, 0, -150); isn't stroked very well when using the rotating algorithm. When using just the make monotonic algorithm it is ok (right now, it is set to use the latter - you can change this by uncommenting Stroker.java:1011 and commenting out Stroker.java:1012). This leads me to believe that we need to detect and perhaps subdivide at loops in addition to the current subdivision locations. However, I have not yet looked too deeply into why the problem arises and how to fix it. I welcome suggestions. Thanks, Denis. I figured out what the problem is. The problem isn't really tight loops. The problem is cusps in the offset curves. These happen when the line width is equal to the radius of curvature of the curve being processed (although, this may be just a necessary condition and not sufficient, but this doesn't matter). It seems like we have to split at values of t where the above condition holds. However, I can't see a way to do this without resorting to Newton's method for finding the roots of RadiusOfCurvature(t) - lineWidth. It would be really easy, however, if we had the arc length parametrization of the curve in question, but this won't necessarily be a polynomial. A good way might be to find a polynomial approximation to its inverse (this would make dashing considerably easier too). Regards, Denis. - Denis Lila dl...@redhat.com wrote: - Jim Graham james.gra...@oracle.com wrote: OK, I see. You were doubting that the thing that came after Pisces could be that much different considering that Pisces is rendering many more sub-pixels. Actually, embarrassingly I think it can. It just means the non-AA renderer has some performance issues. One thing I can think of is that the SpanShapeIterator uses a native method call per path segment and the cost of the context switches into native and back for each path segment dominate the performance of long paths. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). So, yes, this isn't out of the question... ...jim On 9/2/2010 3:40 PM, Denis Lila wrote: Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization. - Jim Grahamjames.gra...@oracle.com wrote: ...jim On 9/2/2010 3:20 PM, Denis Lila wrote: Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Grahamjames.gra...@oracle.com wrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more pixels than there actually are). Of course, the paths followed after pisces for AA and non-AA are completely different, but whatever came after pisces in the non-AA case would have the same input as Renderer has in the AA case (input gotten from Stroker). Can you take a guess
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
the cost of the context switches into native and back for each path segment dominate the performance of long paths. I see. That makes sense. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). Do you think this will still be worth it after removing flattening? Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: OK, I see. You were doubting that the thing that came after Pisces could be that much different considering that Pisces is rendering many more sub-pixels. Actually, embarrassingly I think it can. It just means the non-AA renderer has some performance issues. One thing I can think of is that the SpanShapeIterator uses a native method call per path segment and So, yes, this isn't out of the question... ...jim On 9/2/2010 3:40 PM, Denis Lila wrote: Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization. - Jim Grahamjames.gra...@oracle.com wrote: ...jim On 9/2/2010 3:20 PM, Denis Lila wrote: Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Grahamjames.gra...@oracle.com wrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more pixels than there actually are). Of course, the paths followed after pisces for AA and non-AA are completely different, but whatever came after pisces in the non-AA case would have the same input as Renderer has in the AA case (input gotten from Stroker). Can you take a guess as to what was causing such a large difference? I think Pisces was integrated only as a Ductus replacement which means it was used only for AA, but check if I'm mistaken... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. So, I finally have a webrev for serious consideration: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ There are still some printing statements I used for debugging, and the whitespace is probably pretty bad (tell me if this poses a problem when reading the code, and I'll clean it up), but I don't want to waste time removing that stuff unless necessary, since this is doubtlessly not the last version. I also included a Test.java file that I found useful for testing and debugging. It has a main method, and it allows pisces to run as a standalong project in eclipse (as long as you set the JRE to be openjdk7 since it needs to know about AATileGenerator and some other non public interfaces). From testing it, the only problem I noticed is that it doesn't do very well with tight loops. So, a path like p.moveTo(0,0);p.curveTo(1000, 1000, 400, 500, 0, -150); isn't stroked very well when using the rotating algorithm. When using just the make monotonic algorithm it is ok (right now, it is set to use the latter - you can change this by uncommenting Stroker.java:1011 and commenting out Stroker.java:1012). This leads me to believe that we need to detect and perhaps subdivide at loops in addition to the current subdivision locations. However, I have not yet looked too deeply into why the problem arises and how to fix it. I welcome suggestions. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: OK, I see. You were doubting that the thing that came after Pisces could be that much different considering that Pisces is rendering many more sub-pixels. Actually, embarrassingly I think it can. It just means the non-AA renderer has some performance issues. One thing I can think of is that the SpanShapeIterator uses a native method call per path segment and the cost of the context switches into native and back for each path segment dominate the performance of long paths. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). So, yes, this isn't out of the question... ...jim On 9/2/2010 3:40 PM, Denis Lila wrote: Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization. - Jim Grahamjames.gra...@oracle.com wrote: ...jim On 9/2/2010 3:20 PM, Denis Lila wrote: Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Grahamjames.gra...@oracle.com wrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more pixels than there actually are). Of course, the paths followed after pisces for AA and non-AA are completely different, but whatever came after pisces in the non-AA case would have the same input as Renderer has in the AA case (input gotten from Stroker). Can you take a guess as to what was causing such a large difference? I think Pisces was integrated only as a Ductus replacement which means it was used only for AA, but check if I'm mistaken... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
On 9/3/2010 6:03 AM, Denis Lila wrote: the cost of the context switches into native and back for each path segment dominate the performance of long paths. I see. That makes sense. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). Do you think this will still be worth it after removing flattening? That depends on the performance differential after your de-flattening fixes. Are both now relatively close in performance? Either way I imagine that performance will improve if we reduce the native interface transitions - it just may change in relative priority if your new widener is less abusive towards it... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. Sorry for all the e-mails. I implemented the rotating version. The rotation introduces small numerical errors, so when I solve for the roots of dx/dt and dy/dt, the values of t I get are slightly off. So for a rotated quarter circle, what happens is that it gives me a root at, say, t=0.9996... so I still end up subdividing quarter circles. I fixed this by ignoring all roots outside of (0.001,0.999), instead of ignoring roots outside of (0,1) which is the ideal solution. I don't like hardcoding constants like this. Add to this the higher complexity of the rotation, and I'm tempted to say it might be better to just bite the bullet on rotated quarter circles and widen them using 2 curves per side. I had one question: what do you think of widening all curves using quadratic curves? Their great simplicity might make things safer. We can guarantee that none of the strange behaviour I've seen and described with cubic curves will arise (but we'd have to use more of them). Also, I've tested the current implementation with a few hundred random cubic paths, and everything looks good so far. Thanks, Denis. - Denis Lila dl...@redhat.com wrote: Hello Jim. I think this would actually ensure that every resulting curve can be rotated to be made monotonic in both x and y (at least after inflections are eliminated), which means it's at least as good as what I have now. While that first statement is true, it unfortunately does not mean it's at least as good as breaking the curve into monotonic pieces. I implemented the angle checking method, and the problem is that for curves like (0,0),(1000,1),(-1000,1),(0,0) it is very bad. That's because I implemented it by subdividing at t=0.5, so the angles in the resulting curves' polygons are still wide. After enough subdivisions the polygons would have angles below 45, but that would defeat the point, since we're trying to minimize the number of output curves. I can't think of a good way to chose the subdivision t so that this method is as good as the rotation and make monotonic one (nothing with any properties I can prove, anyway), so I'll implement the rotating version, as much as I don't like it. At least it gives a good upper bound in the number of output curves. Regards, Denis. - Denis Lila dl...@redhat.com wrote: Hello Jim. Thanks for taking the time to think about this. I implemented a few different offsetting schemes. On well behaved curves, my original parallel first and last control vectors and go through B(0.5) algorithm was by far the best. Theoretically it is also somewhat better justified than the others (some of which were like Apache Harmony's way - offsetting p2 and p3), since we're interpolating instead of just using some heuristic. It is also the only one I've encountered that widens quarter circles optimally, and it only needs one curve per side too (i.e. if we have to widen the path of a PathIterator of a circle with radius r, using width w, Pisces' output will be identical to the output of the PathIterators of 2 circles with radii r+w and r-w (perhaps not identical identical, since PathIterators can use doubles, and we only use floats in pisces, but... that's nitpicking)). As I've said before, the only 2 problems with it were that it was bad on high curvatures (but this was fixed by breaking down the curves into monotonic ones), and it was bad on curves like p.moveTo(0,0);p.curveTo(100,100,0,100,100,1). I thought the latter was fixable with the d1/(d1+d2) algorithm I suggested in my previous e-mail. I implemented it, and it turns out I was wrong. Then I came up with my own variation of that algorithm (the original one I used was from Don Lancaster's website) that did sort of work. But then I implemented your suggestion of splitting the curve at the inflection points as well as breaking it into monotonic pieces, and the problem was gone. I didn't even have to use the fancy variation of the d1/(d1 + d2) algorithm - just the plain old interpolation one worked (I should say that the fancy one is still probably better, but undetectably so, now that we break at inflection points and at xy direction changes, so the added complexity is probably not worth it). I've attached my latest Stroker.java, if you want to take a look at these algorithms (they're in computeOffsetWay1 (for the old interpolation) and computeOffsetWay3 (for the fancy version). There are 2 more, but these aren't as good, and one is just shameful). I didn't make a webrev because I still need to fix how it handles cusps (which should be easy), and I need to implement a way to avoid subdividing a rotated quarter circle. I can do this either by rotating curves so that p2-p1 is parallel to the x axis and then subdivide like I do now (i.e. make monotonic, break at inflections) or get rid of the monotonic subdivision, and
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Graham james.gra...@oracle.com wrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more pixels than there actually are). Of course, the paths followed after pisces for AA and non-AA are completely different, but whatever came after pisces in the non-AA case would have the same input as Renderer has in the AA case (input gotten from Stroker). Can you take a guess as to what was causing such a large difference? I think Pisces was integrated only as a Ductus replacement which means it was used only for AA, but check if I'm mistaken... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization. - Jim Graham james.gra...@oracle.com wrote: ...jim On 9/2/2010 3:20 PM, Denis Lila wrote: Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Grahamjames.gra...@oracle.com wrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more pixels than there actually are). Of course, the paths followed after pisces for AA and non-AA are completely different, but whatever came after pisces in the non-AA case would have the same input as Renderer has in the AA case (input gotten from Stroker). Can you take a guess as to what was causing such a large difference? I think Pisces was integrated only as a Ductus replacement which means it was used only for AA, but check if I'm mistaken... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
OK, I see. You were doubting that the thing that came after Pisces could be that much different considering that Pisces is rendering many more sub-pixels. Actually, embarrassingly I think it can. It just means the non-AA renderer has some performance issues. One thing I can think of is that the SpanShapeIterator uses a native method call per path segment and the cost of the context switches into native and back for each path segment dominate the performance of long paths. It was something I was meaning to fix for a long time (when that code was first written native code was so much faster than Java and the native transition was quick - since then Hotspot came along, got a lot better, and the native transitions got much, much slower). So, yes, this isn't out of the question... ...jim On 9/2/2010 3:40 PM, Denis Lila wrote: Use which? The stroking code or the rendering code? I believe that the way I set it up was that Pisces replaced both the stroke widening/dashing code and the AA renderer - both were parts that we relied on Ductus for. But, the widening code would talk to one of our other existing rasterizers for non-AA. Look at LoopPipe.draw(sg2d, s). It (eventually) calls RenderEngine.strokeTo() directed at a SpanShapeIterator... I think there's a misunderstanding. All I meant was that, even when AA is off, we do use pisces for widening, but it doesn't do any rasterization. - Jim Grahamjames.gra...@oracle.com wrote: ...jim On 9/2/2010 3:20 PM, Denis Lila wrote: Do we use Pisces for non-AA? Pisces should clock in slower for AA than non-AA, but I think we use one of the other pipes (not Ductus) for non-AA and maybe it just isn't as good as Pisces? We definitely use it for non-AA. I traced it. Denis. - Jim Grahamjames.gra...@oracle.com wrote: On 9/2/2010 2:43 PM, Denis Lila wrote: Actually, I had a question about the test I wrote which takes 20 seconds. When I turned antialiasing on, the test dropped from 20 seconds to 2.5. This is very puzzling, since antialiasing is a generalization of non-antialiased rendering (a generalization where we pretend there are 64 times more pixels than there actually are). Of course, the paths followed after pisces for AA and non-AA are completely different, but whatever came after pisces in the non-AA case would have the same input as Renderer has in the AA case (input gotten from Stroker). Can you take a guess as to what was causing such a large difference? I think Pisces was integrated only as a Ductus replacement which means it was used only for AA, but check if I'm mistaken... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. I think this would actually ensure that every resulting curve can be rotated to be made monotonic in both x and y (at least after inflections are eliminated), which means it's at least as good as what I have now. While that first statement is true, it unfortunately does not mean it's at least as good as breaking the curve into monotonic pieces. I implemented the angle checking method, and the problem is that for curves like (0,0),(1000,1),(-1000,1),(0,0) it is very bad. That's because I implemented it by subdividing at t=0.5, so the angles in the resulting curves' polygons are still wide. After enough subdivisions the polygons would have angles below 45, but that would defeat the point, since we're trying to minimize the number of output curves. I can't think of a good way to chose the subdivision t so that this method is as good as the rotation and make monotonic one (nothing with any properties I can prove, anyway), so I'll implement the rotating version, as much as I don't like it. At least it gives a good upper bound in the number of output curves. Regards, Denis. - Denis Lila dl...@redhat.com wrote: Hello Jim. Thanks for taking the time to think about this. I implemented a few different offsetting schemes. On well behaved curves, my original parallel first and last control vectors and go through B(0.5) algorithm was by far the best. Theoretically it is also somewhat better justified than the others (some of which were like Apache Harmony's way - offsetting p2 and p3), since we're interpolating instead of just using some heuristic. It is also the only one I've encountered that widens quarter circles optimally, and it only needs one curve per side too (i.e. if we have to widen the path of a PathIterator of a circle with radius r, using width w, Pisces' output will be identical to the output of the PathIterators of 2 circles with radii r+w and r-w (perhaps not identical identical, since PathIterators can use doubles, and we only use floats in pisces, but... that's nitpicking)). As I've said before, the only 2 problems with it were that it was bad on high curvatures (but this was fixed by breaking down the curves into monotonic ones), and it was bad on curves like p.moveTo(0,0);p.curveTo(100,100,0,100,100,1). I thought the latter was fixable with the d1/(d1+d2) algorithm I suggested in my previous e-mail. I implemented it, and it turns out I was wrong. Then I came up with my own variation of that algorithm (the original one I used was from Don Lancaster's website) that did sort of work. But then I implemented your suggestion of splitting the curve at the inflection points as well as breaking it into monotonic pieces, and the problem was gone. I didn't even have to use the fancy variation of the d1/(d1 + d2) algorithm - just the plain old interpolation one worked (I should say that the fancy one is still probably better, but undetectably so, now that we break at inflection points and at xy direction changes, so the added complexity is probably not worth it). I've attached my latest Stroker.java, if you want to take a look at these algorithms (they're in computeOffsetWay1 (for the old interpolation) and computeOffsetWay3 (for the fancy version). There are 2 more, but these aren't as good, and one is just shameful). I didn't make a webrev because I still need to fix how it handles cusps (which should be easy), and I need to implement a way to avoid subdividing a rotated quarter circle. I can do this either by rotating curves so that p2-p1 is parallel to the x axis and then subdivide like I do now (i.e. make monotonic, break at inflections) or get rid of the monotonic subdivision, and instead subdivide by checking the angles of the control polygon. I could make it so it subdivides whenever the angles between p2-p1 and p3-p2 or p3-p2 and p4-p3 are greater than 45 degrees. Very well. I've convinced myself. I'll implement the latter. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, Just to let you know that I've seen this and I'm thinking. But it will take a bit of more thinking when I have time for more. Hopefully in a couple of days. For one thing, it sounds like you already understand the Apache Harmony approach quite a bit better than I ever did and, in particular, why it didn't work well - which is encouraging. Hopefully your solution will sound pretty good when I get around to wrapping my head around it... ...jim On 8/30/2010 3:03 PM, Denis Lila wrote: Hello Jim. One way in which they may not break enough is that I think that inflections also need to be broken in order to find a parallel curve (though I suppose a very tiny inflection might still be approximated by a parallel curve easily) and inflections can happen at any angle without going horizontal or vertical. It wouldn't be hard
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. I think a more dynamic approach that looked at how regular the curve was would do better. Regular is hard to define, but for instance a bezier section of a circle could have parallel curves computed very easily without having to flatten or subdivide further. Curves with inflections probably require subdividing to get an accurate parallel curve. I'm not sure if you read it, but after the email with the webrev link I sent another describing a different method of widening: split the curve at every t where dx/dt == 0 and dy/dt == 0. This guarantees that there will be no more than 5 curves per side, and since each curve will be monotonic in both x and y the curve that interpolates its parallel should do a pretty good job. This is far better than interpolating at regular t intervals, but I'm trying to find a better way. I don't like this because the split depend not only on the curve itself, but also on the axes. The axes are arbitrary, so this is not good. For example a curve like this | \_ would get widened by 1 curve per side (which is good and optimal), but if we rotate this curve by, say, 30 degrees it would be widened by 2 curves per side. It also doesn't handle cusps and locations of high curvature very well (although I think the latter is a numerical issue that could be made better by using doubles). Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, On 8/23/2010 4:18 PM, Denis Lila wrote: To widen cubic curves, I use a cubic spline with a fixed number of curves for each curve to be widened. This was meant to be temporary, until I could find a better algorithm for determining the number of curves in the spline, but I discovered today that that won't do it. For example, the curve p.moveTo(0,0),p.curveTo(84.0, 62.0, 32.0, 34.0, 28.0, 5.0) looks bad all the way up to ~200 curves. Obviously, this is unacceptable. It would be great if anyone has any better ideas for how to go about this. To me it seems like the problem is that in the webrev I chop up the curve to be interpolated at equal intervals of the parameter. Perhaps looking at the rate of change of the slope (2nd and/or 3rd derivatives) would help to figure out when a given section of curve can be approximated with a parallel version? I believe that the BasicStroke class of Apache Harmony returns widened curves, but when I tested it it produced a lot more curves than Ductus (still, probably a lot less than the lines that would be produced by flattening) and it had some numerical problems. In the end I decided to leave our Ductus stuff in there until someone could come up with a more reliable Open Source replacement, but hopefully that code is close enough to be massaged into working order. You can search the internet for parallel curves and find lots of literature on the subject. I briefly looked through the web sites, but didn't have enough time to remember enough calculus and trigonometry to garner a solution out of it all with the time that I had. Maybe you'll have better luck following the algorithms... ;-) As far as flattening at the lowest level when doing scanline conversion, I like the idea of using forward differencing as it can create an algorithm that doesn't require all of the intermediate storage that a subdividing flattener requires. One reference that describes the technique is on Dr. Dobbs site, though I imagine there are many others: http://www.drdobbs.com/184403417;jsessionid=O5N5MDJRDMIKHQE1GHOSKH4ATMY32JVN You can also look at the code in src/share/native/sun/java2d/pipe/ProcessPath.c for some examples of forward differencing in use (and that code also has similar techniques to what you did to first chop the path into vertical pieces). BUT (*Nota Bene*), I must warn you that the geometry of the path is somewhat perturbed in that code since it tries to combine path normalization and rasterization into a single process. It's not rendering pure geometry, it is rendering tweaked geometry which tries to make non-AA circles look round and other such aesthetics-targeted impurities. While the code does have good examples of how to set up and evaluate forward differencing equations, don't copy too many of the details or you might end up copying some of the tweaks and the results will look strange under AA. The Dr. Dobbs article should be your numerical reference and that reference code a practical, but incompatible, example... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, At the bottom-most rendering level monotonic curves can be cool to deal with, but I'm dubious that they help with widening. For one things, I think you need more breaks than they would give you and also they might sometimes break a curve when it doesn't need it. One way in which they may not break enough is that I think that inflections also need to be broken in order to find a parallel curve (though I suppose a very tiny inflection might still be approximated by a parallel curve easily) and inflections can happen at any angle without going horizontal or vertical. Secondly, although a circle tends to be represented by quadrant sections which are monotonic, a circle rotated by 45 degrees would have horizontal and vertical sections in the middle of each quadrant and you would split those, but really they can be made parallel regardless of angle so these would be unnecessary splits. My belief is that lengths and angles of the control polygon help determine if it is well-behaved and can be made parallel simply by offsetting. Some formula involving those values would likely be happy with circle sections regardless of their angle of rotation. I believe the Apache Harmony version of BasicStroke used those criteria... ...jim On 8/25/2010 2:36 PM, Denis Lila wrote: Hello Jim. I think a more dynamic approach that looked at how regular the curve was would do better. Regular is hard to define, but for instance a bezier section of a circle could have parallel curves computed very easily without having to flatten or subdivide further. Curves with inflections probably require subdividing to get an accurate parallel curve. I'm not sure if you read it, but after the email with the webrev link I sent another describing a different method of widening: split the curve at every t where dx/dt == 0 and dy/dt == 0. This guarantees that there will be no more than 5 curves per side, and since each curve will be monotonic in both x and y the curve that interpolates its parallel should do a pretty good job. This is far better than interpolating at regular t intervals, but I'm trying to find a better way. I don't like this because the split depend not only on the curve itself, but also on the axes. The axes are arbitrary, so this is not good. For example a curve like this | \_ would get widened by 1 curve per side (which is good and optimal), but if we rotate this curve by, say, 30 degrees it would be widened by 2 curves per side. It also doesn't handle cusps and locations of high curvature very well (although I think the latter is a numerical issue that could be made better by using doubles). Regards, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, On 8/23/2010 4:18 PM, Denis Lila wrote: To widen cubic curves, I use a cubic spline with a fixed number of curves for each curve to be widened. This was meant to be temporary, until I could find a better algorithm for determining the number of curves in the spline, but I discovered today that that won't do it. For example, the curve p.moveTo(0,0),p.curveTo(84.0, 62.0, 32.0, 34.0, 28.0, 5.0) looks bad all the way up to ~200 curves. Obviously, this is unacceptable. It would be great if anyone has any better ideas for how to go about this. To me it seems like the problem is that in the webrev I chop up the curve to be interpolated at equal intervals of the parameter. Perhaps looking at the rate of change of the slope (2nd and/or 3rd derivatives) would help to figure out when a given section of curve can be approximated with a parallel version? I believe that the BasicStroke class of Apache Harmony returns widened curves, but when I tested it it produced a lot more curves than Ductus (still, probably a lot less than the lines that would be produced by flattening) and it had some numerical problems. In the end I decided to leave our Ductus stuff in there until someone could come up with a more reliable Open Source replacement, but hopefully that code is close enough to be massaged into working order. You can search the internet for parallel curves and find lots of literature on the subject. I briefly looked through the web sites, but didn't have enough time to remember enough calculus and trigonometry to garner a solution out of it all with the time that I had. Maybe you'll have better luck following the algorithms... ;-) As far as flattening at the lowest level when doing scanline conversion, I like the idea of using forward differencing as it can create an algorithm that doesn't require all of the intermediate storage that a subdividing flattener requires. One reference that describes the technique is on Dr. Dobbs site, though I imagine there are many others: http://www.drdobbs.com/184403417;jsessionid=O5N5MDJRDMIKHQE1GHOSKH4ATMY32JVN You can also look at the code in src/share/native/sun/java2d/pipe/ProcessPath.c for some examples of forward differencing in use
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello again. It would be great if anyone has any better ideas for how to go about this. To me it seems like the problem is that in the webrev I chop up the curve to be interpolated at equal intervals of the parameter. I implemented another version that detects where either dx/dt or dy/dt is 0, and splits the curve there. This works pretty well for all the curves I've tested (except ones containing cusps, or something close to a cusp, like p.moveTo(0,0); p.curveTo(100,100,0,100,100,0);). Best of all, this: For example, the curve p.moveTo(0,0),p.curveTo(84.0, 62.0, 32.0, 34.0, 28.0, 5.0) is no longer a problem. There is another problem with this method (other than the cusps, which can probably be handled easily as a special case): it is axis-dependent. Ideally, it shouldn't be because the optimal subdivisions of a curve are at values of t that do not change under rotations and translations, but with this method, the t values at which I split the curve do change. A better way would take into account curve flatness instead of changes in x or y direction. Thanks, Denis.
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 8/23/2010 4:18 PM, Denis Lila wrote: To widen cubic curves, I use a cubic spline with a fixed number of curves for each curve to be widened. This was meant to be temporary, until I could find a better algorithm for determining the number of curves in the spline, but I discovered today that that won't do it. For example, the curve p.moveTo(0,0),p.curveTo(84.0, 62.0, 32.0, 34.0, 28.0, 5.0) looks bad all the way up to ~200 curves. Obviously, this is unacceptable. It would be great if anyone has any better ideas for how to go about this. To me it seems like the problem is that in the webrev I chop up the curve to be interpolated at equal intervals of the parameter. I think a more dynamic approach that looked at how regular the curve was would do better. Regular is hard to define, but for instance a bezier section of a circle could have parallel curves computed very easily without having to flatten or subdivide further. Curves with inflections probably require subdividing to get an accurate parallel curve. Perhaps looking at the rate of change of the slope (2nd and/or 3rd derivatives) would help to figure out when a given section of curve can be approximated with a parallel version? I believe that the BasicStroke class of Apache Harmony returns widened curves, but when I tested it it produced a lot more curves than Ductus (still, probably a lot less than the lines that would be produced by flattening) and it had some numerical problems. In the end I decided to leave our Ductus stuff in there until someone could come up with a more reliable Open Source replacement, but hopefully that code is close enough to be massaged into working order. You can search the internet for parallel curves and find lots of literature on the subject. I briefly looked through the web sites, but didn't have enough time to remember enough calculus and trigonometry to garner a solution out of it all with the time that I had. Maybe you'll have better luck following the algorithms... ;-) As far as flattening at the lowest level when doing scanline conversion, I like the idea of using forward differencing as it can create an algorithm that doesn't require all of the intermediate storage that a subdividing flattener requires. One reference that describes the technique is on Dr. Dobbs site, though I imagine there are many others: http://www.drdobbs.com/184403417;jsessionid=O5N5MDJRDMIKHQE1GHOSKH4ATMY32JVN You can also look at the code in src/share/native/sun/java2d/pipe/ProcessPath.c for some examples of forward differencing in use (and that code also has similar techniques to what you did to first chop the path into vertical pieces). BUT (*Nota Bene*), I must warn you that the geometry of the path is somewhat perturbed in that code since it tries to combine path normalization and rasterization into a single process. It's not rendering pure geometry, it is rendering tweaked geometry which tries to make non-AA circles look round and other such aesthetics-targeted impurities. While the code does have good examples of how to set up and evaluate forward differencing equations, don't copy too many of the details or you might end up copying some of the tweaks and the results will look strange under AA. The Dr. Dobbs article should be your numerical reference and that reference code a practical, but incompatible, example... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, On 8/24/2010 3:35 PM, Jim Graham wrote: As far as flattening at the lowest level when doing scanline conversion, I like the idea of using forward differencing as it can create an algorithm that doesn't require all of the intermediate storage that a subdividing flattener requires. One reference that describes the technique is on Dr. Dobbs site, though I imagine there are many others: http://www.drdobbs.com/184403417;jsessionid=O5N5MDJRDMIKHQE1GHOSKH4ATMY32JVN Just to provide a basic overview... You can iterate a line with a constant delta-T using: x += dx; y += dy; Similarly, you can iterate a quad curve with a constant delta-T using: dx += ddx; x += dx; dy += ddy; y += dy; and a cubic using: ddx += dddx; dx += ddx; x += dx; ddy += dddy; dy += ddy; y += dy; There are then techniques to apply to evaluate the dd[d]x and dd[d]y to see if the curve is flat enough for your particular needs. If it isn't flat enough, then some simple math performed on the d* variables can double or halve the sampling rate for a localized portion of the curve. Once you pass the curvy section, you can then reduce the sampling rate again by examining the d* variables. Done right, this could probably be integrated at the innermost loop of the renderer to reduce its storage requirements for curves, but that would mean the inner loop would have to switch on the curve type to determine which sampling equations apply (though you could simply have quads have ddd[xy] = 0 and lines have dd[d][xy] = 0 and use a single set of code perhaps without too much performance impact). Otherwise, this could simply be used to flatten and produce edges with less intermediate storage (and faster hopefully)... ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello. So, I've been working on removing flattening from pisces (except for AA). The following compiles and sort of works: http://icedtea.classpath.org/~dlila/webrevs/noflatten/webrev/ The changes to the AA renderer are small, and for dashing I used the algorithm in your last e-mail. That has worked well so far. Actually, dashing is a bit more complicated, since that algorithm computes the arc length given the parameter t. For dashing we needed the inverse of this function. Nevertheless, I found something and dashing seems to work. For now I would like someone to take a look at just Stroker. To widen cubic curves, I use a cubic spline with a fixed number of curves for each curve to be widened. This was meant to be temporary, until I could find a better algorithm for determining the number of curves in the spline, but I discovered today that that won't do it. For example, the curve p.moveTo(0,0),p.curveTo(84.0, 62.0, 32.0, 34.0, 28.0, 5.0) looks bad all the way up to ~200 curves. Obviously, this is unacceptable. It would be great if anyone has any better ideas for how to go about this. To me it seems like the problem is that in the webrev I chop up the curve to be interpolated at equal intervals of the parameter. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Denis Lila wrote: Hi Jim. I think the first version is a better choice for now since you said that the performance difference isn't noticeable. I think the lower level flattening might look a little different if we ever decide to upgrade the pipeline to deal with curves. In particular, you are still flattening above the dashing/stroking code and I think the flattening should be done below that code (i.e. in Renderer). Wouldn't we still need to flatten for dashing? Is there some way to quickly compute the arc length of a bezier curve from t=0 to t=some_number? As far as I can see the function for this computation is the integral of sqrt(polynomial_of_degree_4), and that would be pretty nasty. Or maybe we can get around this somehow? There should be. Google turns up a few hits for compute arc length for bezier curve that should be enlightening. BTW, have you looked at a widened dashed curved path with the closed JDK? I'm pretty sure it outputs dashed curves which proves the point. I have also computed these lengths for other projects (the shape morphing used in some JavaOne demos and Java FX) using the following process: - Compute the length of the control polynomial. - Compute the length of the line between the endpoints. - When they are within epsilon return the average as the arc length. - Otherwise subdivide and try again. I think you could also do something that looked at the relative angles of all of the control segments and if they are close enough to each other then you can compute the arc length using a simplified equation or simply empirically match this to the close enough rule as above. ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. I think the first version is a better choice for now since you said that the performance difference isn't noticeable. I think the lower level flattening might look a little different if we ever decide to upgrade the pipeline to deal with curves. In particular, you are still flattening above the dashing/stroking code and I think the flattening should be done below that code (i.e. in Renderer). Wouldn't we still need to flatten for dashing? Is there some way to quickly compute the arc length of a bezier curve from t=0 to t=some_number? As far as I can see the function for this computation is the integral of sqrt(polynomial_of_degree_4), and that would be pretty nasty. Or maybe we can get around this somehow? - You indent by 8 spaces in a few places. Is that a tabs vs. spaces issue? We try to stick to 4 space indentations with no tabs for consistentcy. Yes it is. Sorry about this. Eclipse is completely ignoring my replace tabs with spaces option. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, So, I'd go with the first one with the following comments: - I'd make the internal error message a little less personal. ;-) normalization not needed in OFF mode or something. - lines 362,363 - you don't need to set cur_adjust variables here, they are already being set below. Other than that, it looks good to go... ...jim Denis Lila wrote: Hi Jim. So, I have the nicer webrevs. FlatteningIterator version: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ Pisces flattening version: http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ I dealt with the issue of handling OFF by just not accepting it as an input. After all, a normalizing iterator only needs to be created, and is only created if the normalization mode is not OFF. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, I'll wait for some clean webrevs once you get the float stuff in for a final review. I did take a really quick look and thought that a better way to handle OFF would be to set rval to -1 and then check rval 0 as the (quicker) test for OFF in the currentSegment() method. Does that make sense? In any case, let's wait for cleaner webrevs to go further on this (hopefully in a day or so?)... ...jim On 8/5/2010 8:06 AM, Denis Lila wrote: Hi Jim. I made all the suggested changes. Links: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ Thanks, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, First, comments on the high level normalizer (Normalizing iterator): - If there is no normalization going on, I would use the Shape's own flattening (i.e. getPathIterator(at, flat)). The reason being that some shapes may know how to flatten themselves better, or faster, than a Flattening Iterator. In particular, rectangles and polygons would simply ignore the argument and save themselves the cost of wrapping with an extra iterator. This would probably only be a big issue for very long Polygons. - Line 331 - the initializations to NaN aren't necessary as far as I can tell...? - Rather than saving mode in the normalizing iterator, how about saving 2 constants: (0.0, 0.5) for AA and (0.25, 0.25) for non-AA and then simply add those constants in rather than having to have the conditional with the 2 different equations? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Denis Lila wrote: Hi Jim. I think the first version is a better choice for now since you said that the performance difference isn't noticeable. I think the lower level flattening might look a little different if we ever decide to upgrade the pipeline to deal with curves. In particular, you are still flattening above the dashing/stroking code and I think the flattening should be done below that code (i.e. in Renderer). Wouldn't we still need to flatten for dashing? Is there some way to quickly compute the arc length of a bezier curve from t=0 to t=some_number? As far as I can see the function for this computation is the integral of sqrt(polynomial_of_degree_4), and that would be pretty nasty. Or maybe we can get around this somehow? There should be. Google turns up a few hits for compute arc length for bezier curve that should be enlightening. BTW, have you looked at a widened dashed curved path with the closed JDK? I'm pretty sure it outputs dashed curves which proves the point. I have also computed these lengths for other projects (the shape morphing used in some JavaOne demos and Java FX) using the following process: - Compute the length of the control polynomial. - Compute the length of the line between the endpoints. - When they are within epsilon return the average as the arc length. - Otherwise subdivide and try again. I think you could also do something that looked at the relative angles of all of the control segments and if they are close enough to each other then you can compute the arc length using a simplified equation or simply empirically match this to the close enough rule as above. ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. So, I have the nicer webrevs. FlatteningIterator version: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ Pisces flattening version: http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ I dealt with the issue of handling OFF by just not accepting it as an input. After all, a normalizing iterator only needs to be created, and is only created if the normalization mode is not OFF. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, I'll wait for some clean webrevs once you get the float stuff in for a final review. I did take a really quick look and thought that a better way to handle OFF would be to set rval to -1 and then check rval 0 as the (quicker) test for OFF in the currentSegment() method. Does that make sense? In any case, let's wait for cleaner webrevs to go further on this (hopefully in a day or so?)... ...jim On 8/5/2010 8:06 AM, Denis Lila wrote: Hi Jim. I made all the suggested changes. Links: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ Thanks, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, First, comments on the high level normalizer (Normalizing iterator): - If there is no normalization going on, I would use the Shape's own flattening (i.e. getPathIterator(at, flat)). The reason being that some shapes may know how to flatten themselves better, or faster, than a Flattening Iterator. In particular, rectangles and polygons would simply ignore the argument and save themselves the cost of wrapping with an extra iterator. This would probably only be a big issue for very long Polygons. - Line 331 - the initializations to NaN aren't necessary as far as I can tell...? - Rather than saving mode in the normalizing iterator, how about saving 2 constants: (0.0, 0.5) for AA and (0.25, 0.25) for non-AA and then simply add those constants in rather than having to have the conditional with the 2 different equations? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, I think the first version is a better choice for now since you said that the performance difference isn't noticeable. I think the lower level flattening might look a little different if we ever decide to upgrade the pipeline to deal with curves. In particular, you are still flattening above the dashing/stroking code and I think the flattening should be done below that code (i.e. in Renderer). So, I'd go with the first one with the following comments: - You indent by 8 spaces in a few places. Is that a tabs vs. spaces issue? We try to stick to 4 space indentations with no tabs for consistentcy. - I'd make the internal error message a little less personal. ;-) normalization not needed in OFF mode or something. - lines 362,363 - you don't need to set cur_adjust variables here, they are already being set below. Other than that, it looks good to go... ...jim Denis Lila wrote: Hi Jim. So, I have the nicer webrevs. FlatteningIterator version: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ Pisces flattening version: http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ I dealt with the issue of handling OFF by just not accepting it as an input. After all, a normalizing iterator only needs to be created, and is only created if the normalization mode is not OFF. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, I'll wait for some clean webrevs once you get the float stuff in for a final review. I did take a really quick look and thought that a better way to handle OFF would be to set rval to -1 and then check rval 0 as the (quicker) test for OFF in the currentSegment() method. Does that make sense? In any case, let's wait for cleaner webrevs to go further on this (hopefully in a day or so?)... ...jim On 8/5/2010 8:06 AM, Denis Lila wrote: Hi Jim. I made all the suggested changes. Links: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ Thanks, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, First, comments on the high level normalizer (Normalizing iterator): - If there is no normalization going on, I would use the Shape's own flattening (i.e. getPathIterator(at, flat)). The reason being that some shapes may know how to flatten themselves better, or faster, than a Flattening Iterator. In particular, rectangles and polygons would simply ignore the argument and save themselves the cost of wrapping with an extra iterator. This would probably only be a big issue for very long Polygons. - Line 331 - the initializations to NaN aren't necessary as far as I can tell...? - Rather than saving mode in the normalizing iterator, how about saving 2 constants: (0.0, 0.5) for AA and (0.25, 0.25) for non-AA and then simply add those constants in rather than having to have the conditional with the 2 different equations? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, I'll wait for some clean webrevs once you get the float stuff in for a final review. I did take a really quick look and thought that a better way to handle OFF would be to set rval to -1 and then check rval 0 as the (quicker) test for OFF in the currentSegment() method. Does that make sense? In any case, let's wait for cleaner webrevs to go further on this (hopefully in a day or so?)... ...jim On 8/5/2010 8:06 AM, Denis Lila wrote: Hi Jim. I made all the suggested changes. Links: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ Thanks, Denis. - Jim Grahamjames.gra...@oracle.com wrote: Hi Denis, First, comments on the high level normalizer (Normalizing iterator): - If there is no normalization going on, I would use the Shape's own flattening (i.e. getPathIterator(at, flat)). The reason being that some shapes may know how to flatten themselves better, or faster, than a Flattening Iterator. In particular, rectangles and polygons would simply ignore the argument and save themselves the cost of wrapping with an extra iterator. This would probably only be a big issue for very long Polygons. - Line 331 - the initializations to NaN aren't necessary as far as I can tell...? - Rather than saving mode in the normalizing iterator, how about saving 2 constants: (0.0, 0.5) for AA and (0.25, 0.25) for non-AA and then simply add those constants in rather than having to have the conditional with the 2 different equations? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. So, I've now implemented both suggestions you had for implementing stroke control: an intermediate normalizing path iterator, and doing flattening in pisces at the lowest level. Respectively, the webrevs are: http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ http://icedtea.classpath.org/~dlila/webrevs/fpWithSCandPiscesFlattening/webrev/ Again, these include the floating point conversion changes, but all of the changes relevant to this e-mail are in PiscesRenderingEngine.java. As for performance, the version with low level flattening is faster, but this is only noticeable when pisces is run on it's own i.e. not actually drawing anything (by the way, I've included a commented out main method in the second webrev. This allowed me to run pisces on it's own which was useful for debugging and performance testing). However, when drawing stuff, whatever happens after pisces takes up so much time that it's hard to tell the difference. Nevertheless, it might be worth to keep the somewhat ugly, low level version. It might be useful for antialiasing if Stroker moves to outputting curves instead of just lines (because AA still needs to flatten, unless someone comes up with an algorithm to do it without flattening, but I can't think of anything). I'm sorry to ask you specifically for all these reviews - you've already spent a lot of time looking at my work, but no one else has replied to any of my pisces inquiries (except Clemens Eisserer, on this issue). Anyway, I would appreciate it if you, or anyone, could take a look at one or both of the above webrevs. Or maybe we could leave it for when the floating point conversion has been pushed. Then the webrevs would have a lot less clutter. Thanks, Denis. - Denis Lila dl...@redhat.com wrote: Hi Jim. I implemented STROKE_CONTROL today. I used the intermediate NormalizingPathIterator, instead of implementing flattening in pisces, because I wanted to get something working asap, and this would be the easiest way. The webrev is http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ I guess I'm not asking that you take a look at it, because it's probably not the way we're going to end up doing things, but I wrote it, so I'm sending the link just in case anyone wants to see it. The webrev is big because it includes the floating point conversion, but all the STROKE_CONTROL changes are in PiscesRenderingEngine.java. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, It would be ill-advised to normalize the coordinates after flattening. The quality would be really bad. Perhaps this is a good reason to start looking at updating Pisces to take curves and flatten at the lowest level? Or, I suppose we could get a non-flattened iterator from the source path, send it through a normalizing filter, and then through a flattening filter (the way many of the existing objects do flattening is to just get their regular iterator and run it through an instance of FlatteningPathIterator so we could do this manually with an intervening NormalizingPathIterator if normalization is needed)... ...jim Denis Lila wrote: Hello Jim. Thanks for that. I'll get to work on implementing it. One thing though, about normalizing the control points of bezier curves: pisces never gets any bezier curves as input. It only gets lines that are the product of flattening bezier curves. Pisces receives its input from flattening path iterators which get it from other path iterators. Of course we can't require these to send out normalized points. In order to normalize the control points we need to be able to look at the bezier curves in Pisces, so we can't just take all the input from the flattener. However, pisces can't handle curves (yet, hopefully), so after the normalization, they must be flattened, and this is the problem. I think it's a pretty good idea to do this by storing the input form the iterator into pisces (after normalization), creating a nameless path iterator that just iterates through all that, and using this iterator to create a flattening iterator, which then is used as before. Does anyone have any other ideas? Thank you, Denis. - Jim Graham james.gra...@oracle.com wrote: For AA this is exactly what we do (round to nearest pixel centers for strokes). Note that this is done prior to any line widening code is executed. For non-AA we normalize coordinates to, I believe the (0.25, 0.25) sub-pixel location. This is so that the transitions between widening of lines occurs evenly (particularly for horizontal and vertical wide lines). If you round to pixel edges then you have the following progression (note that the line width grows by half on either side of the original
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Denis, First, comments on the high level normalizer (Normalizing iterator): - If there is no normalization going on, I would use the Shape's own flattening (i.e. getPathIterator(at, flat)). The reason being that some shapes may know how to flatten themselves better, or faster, than a Flattening Iterator. In particular, rectangles and polygons would simply ignore the argument and save themselves the cost of wrapping with an extra iterator. This would probably only be a big issue for very long Polygons. - Line 331 - the initializations to NaN aren't necessary as far as I can tell...? - Rather than saving mode in the normalizing iterator, how about saving 2 constants: (0.0, 0.5) for AA and (0.25, 0.25) for non-AA and then simply add those constants in rather than having to have the conditional with the 2 different equations? ...jim
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hi Jim. I implemented STROKE_CONTROL today. I used the intermediate NormalizingPathIterator, instead of implementing flattening in pisces, because I wanted to get something working asap, and this would be the easiest way. The webrev is http://icedtea.classpath.org/~dlila/webrevs/fpWithStrokeControl/webrev/ I guess I'm not asking that you take a look at it, because it's probably not the way we're going to end up doing things, but I wrote it, so I'm sending the link just in case anyone wants to see it. The webrev is big because it includes the floating point conversion, but all the STROKE_CONTROL changes are in PiscesRenderingEngine.java. Thanks, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, It would be ill-advised to normalize the coordinates after flattening. The quality would be really bad. Perhaps this is a good reason to start looking at updating Pisces to take curves and flatten at the lowest level? Or, I suppose we could get a non-flattened iterator from the source path, send it through a normalizing filter, and then through a flattening filter (the way many of the existing objects do flattening is to just get their regular iterator and run it through an instance of FlatteningPathIterator so we could do this manually with an intervening NormalizingPathIterator if normalization is needed)... ...jim Denis Lila wrote: Hello Jim. Thanks for that. I'll get to work on implementing it. One thing though, about normalizing the control points of bezier curves: pisces never gets any bezier curves as input. It only gets lines that are the product of flattening bezier curves. Pisces receives its input from flattening path iterators which get it from other path iterators. Of course we can't require these to send out normalized points. In order to normalize the control points we need to be able to look at the bezier curves in Pisces, so we can't just take all the input from the flattener. However, pisces can't handle curves (yet, hopefully), so after the normalization, they must be flattened, and this is the problem. I think it's a pretty good idea to do this by storing the input form the iterator into pisces (after normalization), creating a nameless path iterator that just iterates through all that, and using this iterator to create a flattening iterator, which then is used as before. Does anyone have any other ideas? Thank you, Denis. - Jim Graham james.gra...@oracle.com wrote: For AA this is exactly what we do (round to nearest pixel centers for strokes). Note that this is done prior to any line widening code is executed. For non-AA we normalize coordinates to, I believe the (0.25, 0.25) sub-pixel location. This is so that the transitions between widening of lines occurs evenly (particularly for horizontal and vertical wide lines). If you round to pixel edges then you have the following progression (note that the line width grows by half on either side of the original geometry so you have to consider the line widths where you encounter the pixel centers to your left and right (or above and below) which govern when that column (or row) of pixels first turns on): width 0.00 = 0.99 nothing drawn (except we kludge this) width 1.00 = 1.00 1 pixel wide (col to left turns on) width 1.01 = 2.99 2 pixels wide (col to right turns on) width 3.00 = 3.00 3 pixels wide (etc.) width 3.01 = 4.99 4 pixels wide Note that it is nearly impossible to get an odd-width line. You basically have to have exactly an integer width to get an odd-width line. This is because at the odd widths you reach the half pixel locations on both sides of the line at the same time. Due to the half-open insideness rules only one of the pixels will be chosen to be inside this path. Just below these sizes and you fail to hit either pixel center. Just at the integer size you reach both pixel centers at the same time. Just slightly larger than that width and now you've fully enclosed both pixel centers and the line width has to increase by nearly 2.0 until you reach the next pixel centers. (The kludge I talk about above is that we set a minimum pen width so that we never fail to draw a line even if the line width is set to 0.0, but the above table was a theoretical description of the absolute rules.) If we rounded them to pixel centers, then the transitions look like this: width 0.00 = 0.00 nothing drawn (modulo kludge) width 0.01 = 1.99 1 pixel wide (column you are in turns on) width 2.00 = 2.00 2 pixels wide (column to left turns on) width 2.01 = 3.99 3 pixels wide (column to right turns on) width 4.00 = 4.00 4 pixels wide (etc.) width 4.01 = 5.99 5 pixels wide We have a similar effect as
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Hello Jim. I think the second way would be better because there would be no repeated code, and it would be easier to implement. Do you think there will be any performance benefit from the first way? Regards, Denis. - Jim Graham james.gra...@oracle.com wrote: Hi Denis, It would be ill-advised to normalize the coordinates after flattening. The quality would be really bad. Perhaps this is a good reason to start looking at updating Pisces to take curves and flatten at the lowest level? Or, I suppose we could get a non-flattened iterator from the source path, send it through a normalizing filter, and then through a flattening filter (the way many of the existing objects do flattening is to just get their regular iterator and run it through an instance of FlatteningPathIterator so we could do this manually with an intervening NormalizingPathIterator if normalization is needed)... ...jim Denis Lila wrote: Hello Jim. Thanks for that. I'll get to work on implementing it. One thing though, about normalizing the control points of bezier curves: pisces never gets any bezier curves as input. It only gets lines that are the product of flattening bezier curves. Pisces receives its input from flattening path iterators which get it from other path iterators. Of course we can't require these to send out normalized points. In order to normalize the control points we need to be able to look at the bezier curves in Pisces, so we can't just take all the input from the flattener. However, pisces can't handle curves (yet, hopefully), so after the normalization, they must be flattened, and this is the problem. I think it's a pretty good idea to do this by storing the input form the iterator into pisces (after normalization), creating a nameless path iterator that just iterates through all that, and using this iterator to create a flattening iterator, which then is used as before. Does anyone have any other ideas? Thank you, Denis. - Jim Graham james.gra...@oracle.com wrote: For AA this is exactly what we do (round to nearest pixel centers for strokes). Note that this is done prior to any line widening code is executed. For non-AA we normalize coordinates to, I believe the (0.25, 0.25) sub-pixel location. This is so that the transitions between widening of lines occurs evenly (particularly for horizontal and vertical wide lines). If you round to pixel edges then you have the following progression (note that the line width grows by half on either side of the original geometry so you have to consider the line widths where you encounter the pixel centers to your left and right (or above and below) which govern when that column (or row) of pixels first turns on): width 0.00 = 0.99 nothing drawn (except we kludge this) width 1.00 = 1.00 1 pixel wide (col to left turns on) width 1.01 = 2.99 2 pixels wide (col to right turns on) width 3.00 = 3.00 3 pixels wide (etc.) width 3.01 = 4.99 4 pixels wide Note that it is nearly impossible to get an odd-width line. You basically have to have exactly an integer width to get an odd-width line. This is because at the odd widths you reach the half pixel locations on both sides of the line at the same time. Due to the half-open insideness rules only one of the pixels will be chosen to be inside this path. Just below these sizes and you fail to hit either pixel center. Just at the integer size you reach both pixel centers at the same time. Just slightly larger than that width and now you've fully enclosed both pixel centers and the line width has to increase by nearly 2.0 until you reach the next pixel centers. (The kludge I talk about above is that we set a minimum pen width so that we never fail to draw a line even if the line width is set to 0.0, but the above table was a theoretical description of the absolute rules.) If we rounded them to pixel centers, then the transitions look like this: width 0.00 = 0.00 nothing drawn (modulo kludge) width 0.01 = 1.99 1 pixel wide (column you are in turns on) width 2.00 = 2.00 2 pixels wide (column to left turns on) width 2.01 = 3.99 3 pixels wide (column to right turns on) width 4.00 = 4.00 4 pixels wide (etc.) width 4.01 = 5.99 5 pixels wide We have a similar effect as above, but biased towards making even line widths harder. So, by locating lines at (0.25, 0.25) subpixel location we end up with a very even progression: width 0.00 = 0.50 nothing drawn (modulo kludge) width 0.51 = 1.50 1 pixel wide (column you are in turns on) width 1.51 = 2.50 2 pixel wide (column to left gets added) width 2.51 = 3.50 3 pixel wide (column to right gets added) width 3.51 = 4.50 4
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
For AA this is exactly what we do (round to nearest pixel centers for strokes). Note that this is done prior to any line widening code is executed. For non-AA we normalize coordinates to, I believe the (0.25, 0.25) sub-pixel location. This is so that the transitions between widening of lines occurs evenly (particularly for horizontal and vertical wide lines). If you round to pixel edges then you have the following progression (note that the line width grows by half on either side of the original geometry so you have to consider the line widths where you encounter the pixel centers to your left and right (or above and below) which govern when that column (or row) of pixels first turns on): width 0.00 = 0.99 nothing drawn (except we kludge this) width 1.00 = 1.00 1 pixel wide (col to left turns on) width 1.01 = 2.99 2 pixels wide (col to right turns on) width 3.00 = 3.00 3 pixels wide (etc.) width 3.01 = 4.99 4 pixels wide Note that it is nearly impossible to get an odd-width line. You basically have to have exactly an integer width to get an odd-width line. This is because at the odd widths you reach the half pixel locations on both sides of the line at the same time. Due to the half-open insideness rules only one of the pixels will be chosen to be inside this path. Just below these sizes and you fail to hit either pixel center. Just at the integer size you reach both pixel centers at the same time. Just slightly larger than that width and now you've fully enclosed both pixel centers and the line width has to increase by nearly 2.0 until you reach the next pixel centers. (The kludge I talk about above is that we set a minimum pen width so that we never fail to draw a line even if the line width is set to 0.0, but the above table was a theoretical description of the absolute rules.) If we rounded them to pixel centers, then the transitions look like this: width 0.00 = 0.00 nothing drawn (modulo kludge) width 0.01 = 1.99 1 pixel wide (column you are in turns on) width 2.00 = 2.00 2 pixels wide (column to left turns on) width 2.01 = 3.99 3 pixels wide (column to right turns on) width 4.00 = 4.00 4 pixels wide (etc.) width 4.01 = 5.99 5 pixels wide We have a similar effect as above, but biased towards making even line widths harder. So, by locating lines at (0.25, 0.25) subpixel location we end up with a very even progression: width 0.00 = 0.50 nothing drawn (modulo kludge) width 0.51 = 1.50 1 pixel wide (column you are in turns on) width 1.51 = 2.50 2 pixel wide (column to left gets added) width 2.51 = 3.50 3 pixel wide (column to right gets added) width 3.51 = 4.50 4 pixel wide (etc.) This gives us nice even and gradual widening of the lines as we increase the line width by sub-pixel amounts and the line widths are fairly stable around integer widths. Also, note that we don't say when stroking as you might want to normalize both strokes and fills so that they continue to match. I believe that we normalize both strokes and fills for non-AA and we only normalize strokes for AA (and leave AA fills as pure). AA is less problematic with respect to creating gaps if your stroke and fill normalization are not consistent. The rounding equations are along the lines of: v = Math.floor(v + rval) + aval; For center of pixel you use (rval=0.0, aval=0.5) For 0.25,0.25 rounding use (rval=0.25, aval=0.25) For edge of pixel you use (rval=0.5, aval=0.0) Also, we came up with an interesting way of adjusting the control points of quads and cubics if we adjusted their end points, but I don't know if what we did was really the best idea. For quads we adjust the control point by the average of the adjustments that we applied to its 2 end points. For cubics, we move the first control point by the same amount as we moved the starting endpoint and the second control point by the amount we moved the final endpoint. The jury is out on whether that is the most aesthetic technique... ...jim Denis Lila wrote: Regarding VALUE_STROKE_NORMALIZE the API says: Stroke normalization control hint value -- geometry should be normalized to improve uniformity or spacing of lines and overall aesthetics. Note that different normalization algorithms may be more successful than others for given input paths. I can only think of one example where VALUE_STROKE_NORMALIZE makes a visible difference between the closed source implementation and OpenJDK: when drawing anti-aliased horizontal or vertical lines of width 1, Pisces draws a 2 pixel wide line with half intensity (because integer coordinates are between pixels). Sun's jdk with VALUE_SROKE_NORMALIZE turned on draws a 1 pixel line with full intensity. This could to achieved by just checking for normalization and rounding
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
The first part means that if the scale is uniform in X and Y (AffineTransform has some logic to determine this property in its getType() method) then we can use X11 to do line widening by just giving it a scaled line width. Also, X11 is limited to integer line widths so we would only want to do this if the SPEED hint is specified (not QUALITY) or if the scaled line width was close to an integer. If we are going to use a software rasterizer to widen the line and then send over spans to render, it may be faster to just give X11 the original path and a scaled line width and ask it to widen the line. Even if it uses a software renderer the reduction in protocol traffic is a win, and their rasterizer is probably optimized for integer polygons and may likely be faster than our more general curve-handling code. But, I would rank this low on optimizations at this point... ...jim Clemens Eisserer wrote: Hi Denis, In sun.java2d.x11.X11Renderer, line 340, it says: // REMIND: X11 can handle uniform scaled wide lines // and dashed lines itself if we set the appropriate // XGC attributes (TBD). Also, it is a known issue that Pisces does not support the STROKE_CONTROL hint. I have been wanting to implement these two features, and I have a few questions: Has anything been decided on the first issue? Do we still want to implement it? If yes, can anyone give me some rough suggestions as to how I can get started? Its just my personal opinion, but I would recommend not implementing it. Xorg falls back to software anyway for anything more complex than solid rectangles and blits and those code-paths will only be triggered for non-antialised rendering with solid colors. Implementing it in Pisces would help every backend OpenJDK supports :) Just checked and I also ignore the STROKE_CONTROL stuff completly in the cairo based Jules rasterizer. Curious how that could be mapped to Cairo, do you know any more in-depth explanation how it works - or examples how it should look like? Thanks, Clemens
Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Clemens, thanks for your reply. Its just my personal opinion, but I would recommend not implementing it. Xorg falls back to software anyway for anything more complex than solid rectangles and blits and those code-paths will only be triggered for non-antialised rendering with solid colors. Implementing it in Pisces would help every backend OpenJDK supports :) That makes sense. I think you're right. Just checked and I also ignore the STROKE_CONTROL stuff completly in the cairo based Jules rasterizer. Curious how that could be mapped to Cairo, do you know any more in-depth explanation how it works - or examples how it should look like? Thanks, Clemens Regarding VALUE_STROKE_NORMALIZE the API says: Stroke normalization control hint value -- geometry should be normalized to improve uniformity or spacing of lines and overall aesthetics. Note that different normalization algorithms may be more successful than others for given input paths. I can only think of one example where VALUE_STROKE_NORMALIZE makes a visible difference between the closed source implementation and OpenJDK: when drawing anti-aliased horizontal or vertical lines of width 1, Pisces draws a 2 pixel wide line with half intensity (because integer coordinates are between pixels). Sun's jdk with VALUE_SROKE_NORMALIZE turned on draws a 1 pixel line with full intensity. This could to achieved by just checking for normalization and rounding coordinates to the nearest half pixel, but this solution seems too simple, and I'm not sure whether I'm missing anything. It would also probably cause problems when drawing anti-aliased short lines (which is done when drawing any sort of curve) Unless, of course, this rounding was restricted to just horizontal and vertical lines. Regards, Denis.