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by randallu
4934 days ago
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The method they use for vectorization is cool (vectorizing Y, U and V independently) and also illustrates why subsampling UV yields such good results (for standard raster-based codecs). Ultimately however vectors are far more expensive to rasterize than bitmaps, especially if you want antialiasing along edges. There was a bunch of noise a while back about NVIDIA's path rendering extension -- they do antialiasing via 16x multisampling (!!!) NOT a mobile friendly approach. |
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Do you have any links? I've seen the NVIDIA talk about the extension, but I didn't hear any of the noise about issues with it.