Efficient Path Rendering For Low-End GPUs
| dc.contributor.author | Wallman, Linus | |
| dc.contributor.department | Chalmers tekniska högskola / Institutionen för data och informationsteknik | sv |
| dc.contributor.department | Chalmers University of Technology / Department of Computer Science and Engineering | en |
| dc.contributor.examiner | Assarsson, Ulf | |
| dc.contributor.supervisor | Sintorn, Erik | |
| dc.date.accessioned | 2025-11-05T11:46:49Z | |
| dc.date.issued | 2025 | |
| dc.date.submitted | ||
| dc.description.abstract | Modern discrete graphics cards are powerful, and succeed in massively rendering paths for varying domains, one being path-based layouts for automated guided vehicles (AGVs). However, integrated GPUs (iGPUs) are not as powerful as discrete graphics cards, and therefore there is a need for algorithms to accelerate the process of massively rendering paths on iGPUs. This thesis presents a method to massively render paths, more specifically B-spline curves, efficiently and scalably on iGPUs. Instead of rasterizing the polylines, we determine which pixels should be colored based on their intersections with line segments sampled from B-spline curves. We show that our method can massively render paths efficiently and scalably, but only for static layouts. To extend our method to dynamic scenarios, we suggest using a linear quad tree or AABB tree instead of a uniform grid. | |
| dc.identifier.uri | http://hdl.handle.net/20.500.12380/310716 | |
| dc.language.iso | eng | |
| dc.relation.ispartofseries | CSE 25-41 | |
| dc.setspec.uppsok | Technology | |
| dc.subject | Computer science, computer graphics, path rendering, integrated GPU. | |
| dc.title | Efficient Path Rendering For Low-End GPUs | |
| dc.type.degree | Examensarbete för masterexamen | sv |
| dc.type.degree | Master's Thesis | en |
| dc.type.uppsok | H | |
| local.programme | Computer systems and networks (MPCSN), MSc |
