NV_path_rendering

Flesh out your ideas for new or improved Inkscape features before submitting a request.
jubei
Posts: 2
Joined: Mon Aug 22, 2011 3:12 pm

NV_path_rendering

Postby jubei » Mon Aug 22, 2011 3:16 pm

When I first heard about NVidia's new path rendering extension the first thing that came to mind was inkscape and how incredibly fast it could become if rendering was hardware accelerated!!

http://developer.nvidia.com/nv-path-rendering

I think even if the extension is now NVidia only, it will become an ARB extension sooner or later. I think it would be great if inkscape could implement it!

Jubei

Mark Kilgard
Posts: 1
Joined: Thu Aug 25, 2011 6:11 pm

Re: NV_path_rendering

Postby Mark Kilgard » Thu Aug 25, 2011 6:20 pm

I hope the Inkscape developers will consider NV_path_rendering for GPU-acceleration of Inkscape.

Hardware acceleration would make a substantial improvement in Inkscape's expereince.

The nvpr_svg demo that is included in the NVprSDK.zip allows you to do an apples-to-apples comparison of the rendering rate of NV_path_rendering compared to Cairo, Skia, Qt, and Direct2D rendering SVG content. This demo compiles for Windows, Linux, and Solaris. There's a pre-compiled version in NVprDEMOs.zip if you want to try out the demo without bothering to compile it.

The functionality in NV_path_rendering is designed to accelerate everything in SVG.

If Inkscape developers need assistance, send email to nvpr-support@nvidia.com

- Mark Kilgard, NVIDIA

jubei
Posts: 2
Joined: Mon Aug 22, 2011 3:12 pm

Re: NV_path_rendering

Postby jubei » Wed Aug 31, 2011 2:22 am

Hello Mark.

Although I'm just an Inkscape user, when I read about this extension I immediately registered here so I can tell the developers about it. Did you find this post by tracking back the links from the nvidia page?

I am curious to know if future gpu products will incorporate specialized svg rendering units so that maybe we can someday do away with textures (although I know that there are limitations to svg that make textures necessary).

Jubei

Tweenk
Posts: 9
Joined: Fri Jan 29, 2010 8:12 am

Re: NV_path_rendering

Postby Tweenk » Thu Sep 01, 2011 10:09 pm

jubei wrote:When I first heard about NVidia's new path rendering extension the first thing that came to mind was inkscape and how incredibly fast it could become if rendering was hardware accelerated!!


Currently the biggest time consumer is the rendering of Gaussian blurs; the used algorithm is optimized for accuracy rather than speed. Substantial improvements are possible even without using GPUs.
The best place to use this would be the Cairo library - other programs could then also benefit from this enhancement. (I'm not ruling out putting OpenGL code directly in Inkscape though, as Cairo has some limitations.)

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brynn
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Location: western USA
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Re: NV_path_rendering

Postby brynn » Fri Sep 02, 2011 9:05 am

Hello Everyone, and Welcome to the new members!
Image

The proper place to request new features or to contact developers is not here on this forum. Perhaps we need some clarification for the title of this subforum ("Development"), because to my understanding it was started more for people who want to write extensions to help each other.

In any case, the proper place to contact or send messages to developers is through the appropriate mailing list, or possibly Launchpad, the Inkscape bug tracker. Here are links to those:
http://inkscape.org/mailing_lists.php?lang=en
https://launchpad.net/inkscape

I believe there is a website where you can read mailing list archives, if you don't want to join the mailing list. But unfortunately, I can't remember what it is. Maybe someone else would know, or you could search (google) ;)


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