| # Font character oversampling for rendering from atlas textures |
| |
| TL,DR: Run oversample.exe on a windows machine to see the |
| benefits of oversampling. It will try to use arial.ttf from the |
| Windows font directory unless you type the name of a .ttf file as |
| a command-line argument. |
| |
| ## Benefits of oversampling |
| |
| Oversampling is a mechanism for improving subpixel rendering of characters. |
| |
| Improving subpixel has a few benefits: |
| |
| * With horizontal-oversampling, text can remain sharper while still being sub-pixel positioned for better kerning |
| * Horizontally-oversampled text significantly reduces aliasing when text animates horizontally |
| * Vertically-oversampled text significantly reduces aliasing when text animates vertically |
| * Text oversampled in both directions significantly reduces aliasing when text rotates |
| |
| ## What text oversampling is |
| |
| A common strategy for rendering text is to cache character bitmaps |
| and reuse them. For hinted characters, every instance of a given |
| character is always identical, so this works fine. However, stb_truetype |
| doesn't do hinting. |
| |
| For anti-aliased characters, you can actually position the characters |
| with subpixel precision, and get different bitmaps based on that positioning |
| if you re-render the vector data. |
| |
| However, if you simply cache a single version of the bitmap and |
| draw it at different subpixel positions with a GPU, you will get |
| either the exact same result (if you use point-sampling on the |
| texture) or linear filtering. Linear filtering will cause a sub-pixel |
| positioned bitmap to blur further, causing a visible de-sharpening |
| of the character. (And, since the character wasn't hinted, it was |
| already blurrier than a hinted one would be, and now it gets even |
| more blurry.) |
| |
| You can avoid this by caching multiple variants of a character which |
| were rendered independently from the vector data. For example, you |
| might cache 3 versions of a char, at 0, 1/3, and 2/3rds of a pixel |
| horizontal offset, and always require characters to fall on integer |
| positions vertically. |
| |
| When creating a texture atlas for use on GPUs, which support bilinear |
| filtering, there is a better approach than caching several independent |
| positions, which is to allow lerping between the versions to allow |
| finer subpixel positioning. You can achieve these by interleaving |
| each of the cached bitmaps, but this turns out to be mathematically |
| equivalent to a simpler operation: oversampling and prefiltering the |
| characters. |
| |
| So, setting oversampling of 2x2 in stb_truetype is equivalent to caching |
| each character in 4 different variations, 1 for each subpixel position |
| in a 2x2 set. |
| |
| An advantage of this formulation is that no changes are required to |
| the rendering code; the exact same quad-rendering code works, it just |
| uses different texture coordinates. (Note this does potentially increase |
| texture bandwidth for text rendering since we end up minifying the texture |
| without using mipmapping, but you probably are not going to be fill-bound |
| by your text rendering.) |
| |
| ## What about gamma? |
| |
| Gamma-correction for fonts just doesn't work. This doesn't seem to make |
| much sense -- it's physically correct, it simulates what we'd see if you |
| shrunk a font down really far, right? |
| |
| But you can play with it in the oversample.exe app. If you turn it on, |
| white-on-black fonts become too thick (i.e. they become too bright), and |
| black-on-white fonts become too thin (i.e. they are insufficiently dark). There is |
| no way to adjust the font's inherent thickness (i.e. by switching to |
| bold) to fix this for both; making the font thicker will make white |
| text worse, and making the font thinner will make black text worse. |
| Obviously you could use different fonts for light and dark cases, but |
| this doesn't seem like a very good way for fonts to work. |
| |
| Multiple people who have experimented with this independently (me, |
| Fabian Giesen,and Maxim Shemanarev of Anti-Grain Geometry) have all |
| concluded that correct gamma-correction does not produce the best |
| results for fonts. Font rendering just generally looks better without |
| gamma correction (or possibly with some arbitrary power stuck in |
| there, but it's not really correcting for gamma at that point). Maybe |
| this is in part a product of how we're used to fonts being on screens |
| which has changed how we expect them to look (e.g. perhaps hinting |
| oversharpens them and prevents the real-world thinning you'd see in |
| a black-on-white text). |
| |
| (AGG link on text rendering, including mention of gamma: |
| http://www.antigrain.com/research/font_rasterization/ ) |
| |
| Nevertheless, even if you turn on gamma-correction, you will find that |
| oversampling still helps in many cases for small fonts. |