If anyone is interested in a beginner introduction to what wavelets are generally, and how they are used - I did a blog post a while back using numpy: <a href="http://kastnerkyle.github.io/posts/wavelets/" rel="nofollow">http://kastnerkyle.github.io/posts/wavelets/</a>
Wavelets were a big thing when I was at university (circa 1997). They were touted to be a giant leap in image compression along with fractals. Interesting to see people are still exploring that area of maths; much of the predicted technology never took off.
Here’s the paper, which I haven’t read yet. <a href="http://faculty.cse.tamu.edu/schaefer/research/wavelet_rasterization.pdf" rel="nofollow">http://faculty.cse.tamu.edu/schaefer/research/wavelet_raster...</a><p>There’s a large literature of rasterization techniques. Does anyone have insight into when this one would be useful?<p>Here are some other recent papers:<p><a href="http://research.microsoft.com/en-us/um/people/cloop/LoopBlinn05.pdf" rel="nofollow">http://research.microsoft.com/en-us/um/people/cloop/LoopBlin...</a> <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html" rel="nofollow">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html</a><p><a href="http://w3.impa.br/~diego/projects/GanEtAl14/" rel="nofollow">http://w3.impa.br/~diego/projects/GanEtAl14/</a><p><a href="https://developer.nvidia.com/gpu-accelerated-path-rendering" rel="nofollow">https://developer.nvidia.com/gpu-accelerated-path-rendering</a>
Apparently this technique calculates the <i>exact</i> pixel values from box filtering the "infinite" resolution polygons. I wonder if the same technique can be applied for circular or elliptical arcs.<p>What are the most common rasterizer algorithms currently in use by vectorgraphics software? I mean pdf readers, postscript renderers, font renderers, etc...