<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Vector graphics on the GPU with Stage3D</title>
	<atom:link href="http://blog.bwhiting.co.uk/?feed=rss2&#038;p=423" rel="self" type="application/rss+xml" />
	<link>http://blog.bwhiting.co.uk/?p=423</link>
	<description>...usually a bad idea</description>
	<lastBuildDate>Mon, 25 Feb 2013 00:07:29 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: bwhiting</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-36096</link>
		<dc:creator>bwhiting</dc:creator>
		<pubDate>Mon, 25 Feb 2013 00:07:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-36096</guid>
		<description>Hey nicoptere, I have followed your work for ages :)

Thanks for the comment/links/info! Yeah I am not trying to triangulate on the GPU just provide an easy way to convert graphics data to triangles that can be more easily stored and reused at a later date, i.e. for game ui&#039;s, assets, animations and stuff like that.

A lot of what I did was indeed based on that paper but they don&#039;t go into enough detail on the triangulation side of things for what I still need to figure out.

I will check out that poly2tri lib, it looks quite extensive and will probably be better than what I am currently using.
I have been INSANELY busy at work these last two weeks but things should calm down soon, and I will try to integrate that library and lob everything so far on github - see if I can&#039;t get some fellow flashers to dive in and have a play.
 
b</description>
		<content:encoded><![CDATA[<p>Hey nicoptere, I have followed your work for ages <img src='http://blog.bwhiting.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks for the comment/links/info! Yeah I am not trying to triangulate on the GPU just provide an easy way to convert graphics data to triangles that can be more easily stored and reused at a later date, i.e. for game ui&#8217;s, assets, animations and stuff like that.</p>
<p>A lot of what I did was indeed based on that paper but they don&#8217;t go into enough detail on the triangulation side of things for what I still need to figure out.</p>
<p>I will check out that poly2tri lib, it looks quite extensive and will probably be better than what I am currently using.<br />
I have been INSANELY busy at work these last two weeks but things should calm down soon, and I will try to integrate that library and lob everything so far on github &#8211; see if I can&#8217;t get some fellow flashers to dive in and have a play.</p>
<p>b</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nicoptere</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-36095</link>
		<dc:creator>nicoptere</dc:creator>
		<pubDate>Sun, 24 Feb 2013 22:49:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-36095</guid>
		<description>hi,
great job (all of it) :)


I belieive the Flash rendering engine is not triangulating anything - it&#039;s rather a &quot;draw this line until you reach another shape&quot; approach - hence it&#039;s speed and some memorable glitches :)

about triangulation, as you mentioned, Delaunay won&#039;t be of any help. 
to perform a constrained triangulation, you&#039;ll need to compute the Voronoi diagram and check wether each edge belongs to (or intersects) both sets in which case, it would be part of the &quot;original&quot; polygon (or so I vaguely remember). 
quite an overhead anyway, there are articles on how to compute a triangulation on the GPU but I think it&#039;s not what you&#039;re after

ear cutting is more suited, this was helpful in a former project :
http://forum.unity3d.com/threads/27223-Polygon-triangulation-code  and http://www.unifycommunity.com/wiki/index.php?title=Triangulator 

as the ones you tried, this might just fail miserably on simple cases (&quot;complex&quot; polygons namely), if it can be of any help, I ported it to AS3.

the https://code.google.com/p/poly2tri/ library can triangulate complex polygons pretty well.
I don&#039;t think this can be ported to AGAL :)

finally, I&#039;m pretty sure you&#039;ve seen it but this paper addresses the subject in depth : http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html

cheers</description>
		<content:encoded><![CDATA[<p>hi,<br />
great job (all of it) <img src='http://blog.bwhiting.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I belieive the Flash rendering engine is not triangulating anything &#8211; it&#8217;s rather a &#8220;draw this line until you reach another shape&#8221; approach &#8211; hence it&#8217;s speed and some memorable glitches <img src='http://blog.bwhiting.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>about triangulation, as you mentioned, Delaunay won&#8217;t be of any help.<br />
to perform a constrained triangulation, you&#8217;ll need to compute the Voronoi diagram and check wether each edge belongs to (or intersects) both sets in which case, it would be part of the &#8220;original&#8221; polygon (or so I vaguely remember).<br />
quite an overhead anyway, there are articles on how to compute a triangulation on the GPU but I think it&#8217;s not what you&#8217;re after</p>
<p>ear cutting is more suited, this was helpful in a former project :<br />
<a href="http://forum.unity3d.com/threads/27223-Polygon-triangulation-code" rel="nofollow">http://forum.unity3d.com/threads/27223-Polygon-triangulation-code</a>  and <a href="http://www.unifycommunity.com/wiki/index.php?title=Triangulator" rel="nofollow">http://www.unifycommunity.com/wiki/index.php?title=Triangulator</a> </p>
<p>as the ones you tried, this might just fail miserably on simple cases (&#8220;complex&#8221; polygons namely), if it can be of any help, I ported it to AS3.</p>
<p>the <a href="https://code.google.com/p/poly2tri/" rel="nofollow">https://code.google.com/p/poly2tri/</a> library can triangulate complex polygons pretty well.<br />
I don&#8217;t think this can be ported to AGAL <img src='http://blog.bwhiting.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>finally, I&#8217;m pretty sure you&#8217;ve seen it but this paper addresses the subject in depth : <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html" rel="nofollow">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html</a></p>
<p>cheers</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mem's</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-34094</link>
		<dc:creator>Mem's</dc:creator>
		<pubDate>Sun, 03 Feb 2013 21:41:03 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-34094</guid>
		<description>Nice job!

Like, Om, before waiting a nice &amp; clean release of a lib, could you publish your raw code used to convert QueryGraphicData to GPU data? It&#039;s should be really nice! ;)

Thanks</description>
		<content:encoded><![CDATA[<p>Nice job!</p>
<p>Like, Om, before waiting a nice &amp; clean release of a lib, could you publish your raw code used to convert QueryGraphicData to GPU data? It&#8217;s should be really nice! <img src='http://blog.bwhiting.co.uk/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Om</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31874</link>
		<dc:creator>Om</dc:creator>
		<pubDate>Fri, 18 Jan 2013 20:17:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31874</guid>
		<description>Ben,

I came across this blog post and what you have demoed here looks amazing.  I am playing with creating Flex components with GPU based rendering and thought I could take a look at your code on how you rendered vectors using the GPU.  Can you please post your code somewhere or drop me an email?

Thanks,
Om</description>
		<content:encoded><![CDATA[<p>Ben,</p>
<p>I came across this blog post and what you have demoed here looks amazing.  I am playing with creating Flex components with GPU based rendering and thought I could take a look at your code on how you rendered vectors using the GPU.  Can you please post your code somewhere or drop me an email?</p>
<p>Thanks,<br />
Om</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: HB</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31412</link>
		<dc:creator>HB</dc:creator>
		<pubDate>Mon, 14 Jan 2013 16:46:12 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31412</guid>
		<description>Yeah, would also like to hear more about that &quot;no more classic display list&quot; statement, as that means most UI frameworks out there will be useless without extensive rewrites when AS 4 will be out late this year.</description>
		<content:encoded><![CDATA[<p>Yeah, would also like to hear more about that &#8220;no more classic display list&#8221; statement, as that means most UI frameworks out there will be useless without extensive rewrites when AS 4 will be out late this year.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gil Amran</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31325</link>
		<dc:creator>Gil Amran</dc:creator>
		<pubDate>Sun, 13 Jan 2013 19:20:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31325</guid>
		<description>No Native Display list!?!?
HUH!? where did you hear that?</description>
		<content:encoded><![CDATA[<p>No Native Display list!?!?<br />
HUH!? where did you hear that?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Elliot Geno</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31188</link>
		<dc:creator>Elliot Geno</dc:creator>
		<pubDate>Fri, 11 Jan 2013 16:55:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31188</guid>
		<description>Awesome work dude! I can&#039;t wait until things settle down with the platform. I can envision the entire displayList converted to the GPU in the near future. If FlashPro could just export it, this would be amazing!</description>
		<content:encoded><![CDATA[<p>Awesome work dude! I can&#8217;t wait until things settle down with the platform. I can envision the entire displayList converted to the GPU in the near future. If FlashPro could just export it, this would be amazing!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jon</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31184</link>
		<dc:creator>Jon</dc:creator>
		<pubDate>Fri, 11 Jan 2013 14:04:10 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31184</guid>
		<description>RE: So no more native display list as we know it.

Where did you read/hear that?</description>
		<content:encoded><![CDATA[<p>RE: So no more native display list as we know it.</p>
<p>Where did you read/hear that?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Wilson Silva</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31183</link>
		<dc:creator>Wilson Silva</dc:creator>
		<pubDate>Fri, 11 Jan 2013 13:54:21 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31183</guid>
		<description>This looks great! I sent an email to Thibault, asking if Adobe could help you out on this, because they could benefit from it too.</description>
		<content:encoded><![CDATA[<p>This looks great! I sent an email to Thibault, asking if Adobe could help you out on this, because they could benefit from it too.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bwhiting</title>
		<link>http://blog.bwhiting.co.uk/?p=423&#038;cpage=1#comment-31169</link>
		<dc:creator>bwhiting</dc:creator>
		<pubDate>Fri, 11 Jan 2013 10:00:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.bwhiting.co.uk/?p=423#comment-31169</guid>
		<description>There will still be the vector graphics... just no display list to render them. The idea being you can still create nice graphics in the IDE or with code and then render the result to a bitmap for use on the GPU. So no more native display list as we know it.</description>
		<content:encoded><![CDATA[<p>There will still be the vector graphics&#8230; just no display list to render them. The idea being you can still create nice graphics in the IDE or with code and then render the result to a bitmap for use on the GPU. So no more native display list as we know it.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
