[poppler] Followup Bug 32349 & Poppler: More shading fun ;-)
Albert Astals Cid
aacid at kde.org
Fri Jan 28 00:53:51 PST 2011
A Dijous, 27 de gener de 2011, Andrea Canciani va escriure:
> On Thu, Jan 27, 2011 at 10:45 AM, Thomas Freitag
> <Thomas.Freitag at kabelmail.de> wrote:
> > Am 27.01.2011 00:44, schrieb Albert Astals Cid:
> >> A Dimecres, 26 de gener de 2011, Albert Astals Cid va escriure:
> >>> The altona file shows a vertical line that wasn't present before.
> >> Speaking with Andrea on IRC he blames it on a clip issue that seems to
> >> be present on axial shadings too.
> >> He says he'll try to find and fix the issue in the comming days.
> >> My suggestion is wait to see if he (or maybe you Thomas?) can find that
> >> clipping issue and then commit all the patches so we end up with no
> >> regression
> >> and only improvements.
> > I fear that this is not such a trivial issue. I think we have here at
> > least three different problems, I try to explain what I mean
> > respectively already encountered ( and what were the reasons for my
> > compromises):
> > a) The way how antialiasing is implemented it splash works well if there
> > is a high contrast, i.e. drawing a dark object on light background. But
> > it gets worser if background colors and object colors are nearly the
> > same in brightness. That probably produces the glitches in Andrea's test
> > PDFs and in the altona PDF.
> > b) If two PDF objects are close together (without any distance) but not
> > on pixel boundaries, we can see sometimes two different effects: Either
> > we have glitches like in a) or we get white (or light) lines as everyone
> > probably encountered in several PDFs. Also the Acrobat Reader has
> > sometimes this problem, but solves it in a better way (I don't know,
> > how).
> > c) If no antialiasing is used, but the objects are used in softmasks or
> > in transparency groups, we get also problems if the same resulting pixel
> > is drawn more than once. This was the effect in wine glass of ducks &
> > roses: because of the alpha channel implementation the pixel becomes
> > darker and darker the more often it is painted. That was the reason I
> > started implementation of radial shading in splash.
> > So this probably leads to not changing only a few statements but to
> > completely rewrite antialiasing in splash, and on the other hand any
> > changes will not only effect radial shading but all objects, so it will
> > be hard to test it. So in my company we use in such case often the
> > dictum: It's not a bug, it's a feature.
> > But let us see what Andrea will discover...
> >> Of course if we see that poppler 0.17 release date nears and the clip
> >> issue is
> >> not found-fixed yet we'll have to rethink since this patch adds better
> >> radial
> >> shadings.
> > Regarding that time schedule I I suggest once again the following:
> > a) we move the switch on of antialiasing from univariateShadedFill back
> > to axialShadedFill.
> Although I admit I don't like axial shadings being left broken just because
> nobody had previously noticed, I guess this is ok. This will still improve
> radial gradients and we can enable antialiasing again when the glitches
> are fixed.
> > b) that means that axial shading behaves like it has done since I
> > implemented it last year and also with my patch here, but has the
> > optimize of speed from Andrea
> > c) that means that radial shading behaves like Albert already regtest it
> > with my patch, so antialiasing is not used in radial shading, but has the
> > optimize of speed from Andrea. Of course it then still have the glitches
> > in Andrea's PDF, but that's not a problem of radial shading. We still
> > get the improvement of that implementation.
> > d) the regtest should be quite easy and can be done automatically,
> > comparing the new results with results from Albert's last regtesting of
> > my patch. (This assumes that the cache that Andrea implements is an
> > exact cache, otherwise we could have some very small differences, which
> > I suppose would be acceptable but would break the automatization of the
> > regtest)
> The cache is not exact, there will be differences. The sampling
> only guarantees that there will be at least enough samples to have a
> correct rasterization. An exact (and efficient) caching is only possible
> for piecewise linear color functions (and I hope to get it right soonish,
> the main obstacle right
> now is that I have to be careful and clip everything to the domain and
> > e) if Andrea (or someone else) is able to solve the clipping problem, we
> > can just move back the switch on of antialiasing to univariateShadedFill
> > On the assumption that everyone (or at least Albert :-) ) agrees, I
> > attach a complete patch which should fulfil that (hopefully not missing
> > something) . I'm not able (or at least don't know) how to produce the
> > small patch segments how Andrea did it without having an own git
> > repository, otherwise I would have attached only the changes to Andrea's
> > proposal.
> Yes, I used git to create the patches.
> > One last point: Andrea removed my code changes from Splash::shadedFill
> > which allows the use of it with antialiasing switched off. Of course it
> > is not needed if antialiasing would be always switched on, so in my
> > suggestion we definitely need it again. But on the other hand it would
> > also be needed if someone uses SplashOutputDev without any antialiasing,
> > i.e. switch off antialiasing in GlobalParams. If we remove it, radial
> > shading (and also axial shading, but in this case it doesn't matter)
> > would fall back to the Gfx routines and that would produce not only
> > uglier but wrong results. I use this sometimes to speed up rendering,
> > and I suggest we should use this code changes in either case, Splash
> > does it also in all other routines.
> IIRC you mentioned that antialiasing is disabled for axial gradients when
> they have a bbox (although I could only see that usesShape is disabled).
> Would this be sufficient for radial gradients? (It seems to be sufficient
> to work around the problem in altona, but I don't know if there are other
> difficult documents)
> > Another (German?) dictum says: The whole life is a compromise :-)
> And this compromise doesn't even look that bad, radial gradients
> improve and other things don't regress ;)
So what should i regtest, the last radialsh.patch sent by Thomas (yesterday at
09:45:56 Irish Time) or you want to send me a new patchset?
> > Thomas
> >> Anyone disagrees?
> >> Albert
> >>> Albert
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