Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely:  present a method for resolution independent rendering of paths and bounded regions, defined by quadratic and cubic spline curves, that leverages the parallelism of programmable graphics hardware to achieve high performance. A simple implicit equation for a parametric curve is found in a space that can be thought of as an analog to texture space. The image of a curve's Bezier control points are found in this space and assigned to the control points as texture coordinates. When the triangle(s) corresponding to the Bezier curve control hull are rendered, a pixel shader program evaluates the implicit equation for a pixel's interpolated texture coordinates to determine an inside/outside test for the curve.  extend our technique to handle anti-aliasing of boundaries.  also construct a vector image from mosaics of triangulated Bezier control points and show how to deform such images to create resolution independent texture on three dimensional objects.
['Charles T. Loop', 'James F. Blinn']
I am writing a research paper on a idea Resolution independent curve rendering using programmable graphics hardware
[{"from": "human", "value": "I am writing a research paper on a idea Resolution independent curve rendering using programmable graphics hardware"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely:  present a method for resolution independent rendering of paths and bounded regions, defined by quadratic and cubic spline curves, that leverages the parallelism of programmable graphics hardware to achieve high performance. A simple implicit equation for a parametric curve is found in a space that can be thought of as an analog to texture space. The image of a curve's Bezier control points are found in this space and assigned to the control points as texture coordinates. When the triangle(s) corresponding to the Bezier curve control hull are rendered, a pixel shader program evaluates the implicit equation for a pixel's interpolated texture coordinates to determine an inside/outside test for the curve.  extend our technique to handle anti-aliasing of boundaries.  also construct a vector image from mosaics of triangulated Bezier control points and show how to deform such images to create resolution independent texture on three dimensional objects."}]