The spatial anti-aliasing technique for line joins (intersections of the road segments) on vector maps is exclusively crucial to visual experience and system performance. Due to limitations of OpenGL API, one common practice to achieve the anti-aliased effect is splicing multiple triangles at varying scale levels to approximate the fan-shaped line joins. However, this approximation inevitably produces some unreality, and the system rendering performance is not optimal. To circumvent these drawbacks, in this paper, we propose a simple but efficient algorithm which uses only two triangles to substitute the multiple triangles approximation and then renders a realistic fan-shaped curve with alpha operation based on geometrical relation computing. Our experiment shows it has advantages of a realistic anti-aliasing effect, less memory cost, higher frame rate, and drawing line joins without overlapping rendering. Our proposed spatial anti-aliasing technique has been widely used in Internet Maps such as Tencent Mobile Maps and Tencent Automotive Maps.
翻译:由于 OpenGL API 的局限性,实现反丑化效应的一种常见做法是将多个三角在不同规模上相交,以接近扇形线相交。然而,这种近似必然会产生一些不现实的情况,而系统产生性能也不是最佳的。为了绕过这些缺点,我们在本文件中提出了一个简单而有效的算法,即只使用两个三角来替代多三角近似,然后用几何关系计算法将一个现实的扇形曲线与阿尔法操作相配。我们的实验显示它具有现实的反丑化效果、减少记忆成本、提高框架率和绘制线结合而没有重叠的优势。我们提议的空间反丑化技术在互联网地图中被广泛使用,例如,Tenent 移动地图和 Tenent 汽车地图中被广泛使用。