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“Vector Texture Maps”
Nicolas Ray, Thibaut Neiger, Xavier Cavin and Bruno Lévy
Tech report, 2005

Abstract: This paper presents VTMs (Vector Texture Maps), a novel representation of vector images that can be used as a texture by the GPU for real-time rendering. A VTM decomposes texture space into different regions, represented in an analytic way, by a set of implicit degree 3 polynomials. Each region can be rendered by a different fragment shading function. Accurate anti-aliasing is performed in real-time, based on an estimate of fragment coverage. As a consequence, infinite zooming can be applied without any pixel discretization artifact. Based on a hierarchical data structure, our representation has low memory requirements. Its versatility is demonstrated in various settings, including a font engine completely implemented in the GPU.

BibTex reference

@TECHREPORT{ray:VTM:2005,
   AUTHOR     = "Nicolas Ray and Thibaut Neiger and Xavier Cavin and Bruno Lévy
                   ",
   TITLE      = "Vector Texture Maps",
   INSTITUTION = "INRIA - ALICE",
   YEAR       = "2005",
}

Supplemental material, links, hindsight ...

Related work: see this SIGGRAPH Asia 2008 paper by D. Nehab and H. Hoppe, that makes vector graphics on the GPU fully functional based on the idea of cell-specialization. They also provide a demo .