Abstract: An improved interactive graphics tool including an algorithm and technique to efficiently and elegantly render smooth lines to build or develop interactive graphics is disclosed. The new algorithm is configured to render an anti-aliased coverage mask for any path, using a single GPU shader program and a single GPU draw call. The present invention is a solution to prior two-dimensional graphics, by providing an automated process to stroke the entire path with tessellation, by rendering to a floating point “coverage count” buffer to tessellate an antialiasing with triangles running orthogonally from the center.
Abstract: An improved algorithm and technique for use in interactive graphics is disclosed. The new algorithm works by keeping three values in fast, memoryless pixel local storage for coverage counting (store the current coverage count at the pixel being covered), original framebuffer color (stores the color that was in the framebuffer at the pixel being covered immediately before the current path starts rendering), and the path ID (stores the unique ID of the last path to be drawn at the current pixel). The framebuffer is accessed from a fourth, texture-backed, pixel local storage plane.