distance-field texture magnification algorithm
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.
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)
Last edited by ekscrypto; 06-26-2012 at 10:48 AM.
(click to see larger version)
screenshot of our current algorithm at work.