Signed Distance Field Rendering is a technique for efficiently rendering 1-bit vector textures on a GPU.
For the original science paper see here: http://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
For a video explanation see here: https://www.youtube.com/watch?v=CGZRHJvJYIg
For applying the above mentioned rendering technique you need special texture images. This program takes a large rendered image of your binary vector graphics (e.g. 8192x8192 px) and generates a usable signed distance field texture (e.g. 128x128 px) out of it.
You need Rust. The dependencies (image and getopts) are on crates.io so they will be automatically fetched and compiled when you run
cargo build --release
$ ./sdfgen --help
Usage: ./sdfgen [options] inputimage.png outputimage.png
Options:
-h --help print help
-v --verbose show what the program is doing
-s --size OUTPUT_SIZE
size of the output signed distance field image, must
be a power of 2. Defaults to input size / 4
--maxdst SATURATION_DISTANCE
saturation distance (i.e. 'most far away meaningful
distance') in half pixels of the input image. Defaults
to input size / 4
--save-mipmaps BASENAME
save the mipmaps used for accelerated calculation to
BASENAMEi.png, where 'i' is the mipmap level
-t, --type TYPE One of 'png', 'png16', 'u16', 'f32', 'f64'. f32 and f64 are raw
floating point formats, u16 is raw unsigned 16 bit
integers. Default: png
--threads THREADCOUNT
How many CPU computing threads to use.
Get yourself some vector graphic. This might be letters of a font or it might be something else. I use this one: https://openclipart.org/detail/214643/black-cat-blackandwhite
Render the image really large. I used 6000px height here. Then make the background white instead of transparent. A white border will automatically be added to the next power of two square canvas, e.g. an image of size 800x200 will be placed into a 1024x1024 canvas. This will look something like this (but way larger):
Then we use sdfgen:
./sdfgen --size 128 /path/to/source/image.png /output/file/name.png
This is the result:
While this is not pretty, it is pretty useful. You can use this to render the input image very sharply at any resolution. This is rendered at 4096x4096 px out of the 128x128 px signed distance field texture we generated earlier:
With normal (bilinear) filtering it would have looked like this:
But this is not all you can do with an SDF texture. Your pixel shader can also map the different distances to different colors. You can simulate this outside OpenGL with Gimps Gradient Map tool (Colors -> Map -> To Gradient).