![]() ![]() I'll consider the typical case where vector graphics are rendered to textures. Keep in mind that unless you're using one of the newest GPUs and a library for drawing the vector paths on the GPU then it's all bitmap textures being rendered by the GPU. However, as your application runs and the API sometimes guesses incorrectly it may have to re-render things and affect performance. The underlying APIs will try to guess how to render them and cache them efficiently. If you're building a website or another application where you have nothing to do with the graphics programming then the answer is probably yes. They are rendered using rasterization techniques, but have zooming / scaling properties like vector graphics techniques. Here is some sample OpenCL code to show just how simple it is: float alpha = read_imagef(tex3dIn, g_textureSampler, textureCoords).w įloat3 color = (alpha < 0.5f) ? (float3)(1.0f) : (float3)(0.0f) īoth of these techniques are super fast, and blur the line between vector and rasterized graphics a bit. I also wrote some stuff about it on my blog: To give you an idea of how well the second technique works, this 1024x768 mustache image was generated from a 64x32 source image that had a single color channel! (aka 2KB uncompressed) The decoding is so simple, it could be implemented even on fixed function hardware using only an alpha test! You can see a faux implementation of it on shadertoy here:Īs for the second method, here's a method from Valve, where distances to a shape are stored in a texture, instead of pixel data, allowing vector graphics to be drawn by using texture sampling. In your shader, if the interpolated texture coordinate (x*x-y) is < 0, the pixel is underneath the curve, else it's above the curve. The basic idea is that you set your triangle corner positions to be the 3 control point positions, and you set the texture coordinates at each corner to be (0,0), (0.5,0) and (1,1) respectively. Loop and Blinn show how to render a vector graphics quadratic bezier curve by rendering a single triangle, and using the texture coordinates in a pixel shader to say whether a pixel is above or below the curve: Here are some high performance vector graphics methods that are rendered using traditionally rasterization methods. For information about working with bitmaps, see Working with bitmaps.As TheBuzzSaw said, it does depend on lots of things, including implementations of the rasterized graphics vs the vector graphics. You can also import bitmaps (such as JPEG and TIFF files) into CorelDRAW and add them to your drawings. You can create vector graphics in CorelDRAW. ![]() They look good at their actual size, but they can appear jagged or lose image quality when scaled, or when displayed or printed at a resolution higher than their original resolution. Bitmaps are resolution-dependent - that is, they represent a fixed number of pixels. In addition, you can produce sharp and crisp outlines with vector graphics.īitmaps are excellent for photographs and digital paintings because they reproduce color gradations well. Vector graphics are ideal for logos and illustrations because they are resolution-independent and can be scaled to any size, or printed and displayed at any resolution, without losing detail and quality. Bitmaps, also known as raster images, are composed of small squares called pixels each pixel is mapped to a location in an image and has numerical color values. Vector graphics are made of lines and curves, and they are generated from mathematical descriptions that determine the position, length, and direction in which lines are drawn. The two main types of computer graphics are vector graphics and bitmaps. Understanding vector graphics and bitmaps ![]() CorelDRAW Help : Getting started : CorelDRAW basics : Understanding vector graphics and bitmaps ![]()
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