Vector drawing: OpenGL polygon tessellation

16 Aug 2007 » permalink

After having looked into the hardware-accelerated bezier curve computations I checked something more difficult and closer to the reality: hardware-accelerated arbitrary polygon tessellation with OpenGL. This topic has been covered by Zack some time ago, spawning a lot of flame (as most of the GNOME vs. KDE performance comparisons do). All benchmarks are flawed, of course.

Test case

I used same setup as with my previous experiment. This time I measured the real framerate to make sure that no anomaly occurs due to GL async API. Each frame of the test consists of random flowers being drawn to screen with random parameters. Each flower is a polygon outlined by eight bezier curves. The flower shape is not special/optimized in any way. Any closed polygon made out of any number of curves could be used for this purpose. Summarizing:

Cairo flower   OpenGL flower

Performance graph

The OpenGL rendering seems to be a pixel “fatter” than the cairo version (prolly a bug in my code). The GL output seems to be slightly brighter blended. I guess the significant difference between cairo x surface performance and cairo image surface performance also comes from the intensive blending.

Optimizations

Some optimizations in the GL code could be made to speed up the code even further:

Algorithm

To render the polygons I'm using a variation of the stencil-based algorithm described in the OpenGL Red Book. It relies on a 1bit stencil buffer, which is commonly available. The basic method is:

Worthy benefit of this approach is that it fits (works with) all the standard OpenGL matrix transformations, depth buffer testing, texturing model etc. It can be easily extended with 2d boolean operations. The CPU is not performing any calculations (except the original path calculation which can be offset to the GPU with a vertex shader).

Once in a while I'm getting questions how did I implement hardware-accelerated video color space conversions in Diva. I'm going to write a bit about that soon along with some boolean operations coverage.