GPU Efficient Texture Based Bezier Curve Evaluation - Curves Features Demo
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Texture Size Y Axis (Order):
1: Linear (Order 1)
2: Quadratic (Order 2)
3: Cubic (Order 3)
4: Quartic (Order 4)
5: Quintic (Order 5)
6: Sextic (Order 6)
7: Septic (Order 7)
8: Octic (Order 8)
Texture Size X axis (# Curves):
2: 1 curve [T=0..1]
4: 2 curves [T=0..2]
6: 3 curves [T=0..3]
8: 4 curves [T=0..4]
10: 5 curves [T=0..5]
12: 6 curves [T=0..6]
14: 7 curves [T=0..7]
16: 8 curves [T=0..8]
Curves Per Pixel (Order Boost):
4: +0 order [R] [G] [B] [A]
2: +1 order [R&G], [B&A]
1: +3 order [R&G&B&A]
Sampling:
Hardware Bilinear (1 pixel read)
Hardware Bilinear + Cubic Curve (Smoothstep) (1 pixel read)
Hardware Bilinear + Quintic Curve (1 pixel read)
Hardware Linear / Software Linear (2 pixel reads)
Fragment Shader Blends Control Points (3 texture reads)
Software Bilinear (4 texture reads)
Render:
HalfSpace
Curves (dFdx for gradient distance)
Gradient
Gradient 2 axis
Source Texture
Resolution:
250x250
500x500
1000x1000
Image Format
RGBA 8 bit unsigned
RGBA 32 bit float (0..1)
RGBA 32 bit float (0..255)
Render Polar
Show Control Points
FPS: --
Red:
Green:
Blue:
Alpha:
Description:
Fragment Shader Source (GLSL):
Control Point Data (JSON):
Texture Data (JSON):
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