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Thread: distance-field texture magnification algorithm

  1. #1
    Junior Member Newbie
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    Jun 2012
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    Question distance-field texture magnification algorithm

    Hello,

    We are implementing a fragment shader used to render a high-resolution version of a low resolution texture onto a single quad covering the entire viewport of an OpenGL rendering view. The algorithm we are attempting to implement is a variation based on the one referred to in Valve's SIGGRAPH 07 paper written by Chris Green, see link below.

    https://dl.dropbox.com/u/14929593/SI...nification.pdf

    Is there any open source implementation of a similar algorithm anywhere or would anybody be knowledgeable and willing to help on implementing such algorithm? (either on a free/credit attribution or paid remuneration basis)


    Thank you,
    -ekscrypto
    Last edited by ekscrypto; 06-26-2012 at 10:48 AM.

  2. #2
    Junior Member Newbie
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    Jun 2012
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    Click image for larger version. 

Name:	Screen Shot 2012-06-26 at 2.04.09 PM.jpg 
Views:	31 
Size:	11.5 KB 
ID:	793 (click to see larger version)

    screenshot of our current algorithm at work.

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