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dc.contributor.authorHeise, Sebastianen_US
dc.contributor.authorLoviscach, Jörnen_US
dc.contributor.editorPaolo Cignoni and Jiri Sochoren_US
dc.date.accessioned2015-07-14T12:23:17Z
dc.date.available2015-07-14T12:23:17Z
dc.date.issued2007en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20071041en_US
dc.description.abstractStandard texturing shows a number of problems with 3D objects such as road signs, labels, or books. If letters are displayed at too large a scale, textures show blurred instead of hard edges; if letters are displayed at tiny sizes, textures appear either too pixelated or too blurry, but seldom well readable. In 2D as opposed to 3D, letters are created on demand in the required size by a sophisticated font rendering engine, a standard component of today s operating systems. A number of specific improvements such as hinting and RGB subpixel rendering are available. This paper demonstrates how these partially proprietary and patented 2D functions can be leveraged for 3D rendering. The price to pay is a loss in geometric precision, since typical 2D font rendering engines only handle affine transformations, which can merely approximate perspective projection. However, in most situations this is outweighed easily by the gain in clarity.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleReal-Time 3D Lettering with a 2D Font Engineen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSP3 - Session 3en_US
dc.identifier.doi10.2312/egs.20071041en_US
dc.identifier.pages89-92en_US


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