PATENT DOCUMENT

Publication Number: US-12039645-B1
Application Number: US-202217683827-A
Country: US
Kind Code: B1

Title: Edge contribution techniques for vector graphics rendering

Abstract:
Various implementations disclosed herein include devices, systems, and methods that render perspective correct 2D graphics. In some implementations, a vector graphic including portions defined on a 2D canvas is obtained, and tiles of the 2D canvas is divided into tiles. In some implementations, a subset of the portions outside of a first tile of the tiles on the 2D canvas is identified. Then, the portions of the subset are projected onto an edge of the first tile. In some implementations, data for rendering the vector graphic is provided, the data comprising the projected portions of the subset of the portions outside the first tile.

Claims:
What is claimed is: 
     
       1. A method comprising:
 at a first processor:
 obtaining a vector graphic comprising portions defined on a two-dimensional (2D) canvas; 
 dividing the 2D canvas into tiles; 
 identifying a subset of the portions outside of a first tile of the tiles on the 2D canvas; 
 projecting the portions of the subset as a one-dimensional (1D) line span added to an edge of the first tile; and 
 providing data for rendering the vector graphic, the data comprising the projected portions of the subset of the portions represented by the 1D line span. 
 
 
     
     
       2. The method of  claim 1 , further comprising reducing the projected portions based on determining an overlap of the projected portions on the edge. 
     
     
       3. The method of  claim 1 , further comprising representing a plurality of projected portions using a single line segment along the edge. 
     
     
       4. The method of  claim 1 , further comprising:
 adding spans to the projection portions for positive contributions of the subset of the portions; and 
 subtracting spans from the projected portions for negative contribution of the subset of the portions. 
 
     
     
       5. The method of  claim 4 , further comprising merging or separating the spans that overlap. 
     
     
       6. The method of  claim 1 , further comprising determining a state of the tile, the state corresponding to whether the tile is empty, filled, or partially filled. 
     
     
       7. The method of  claim 6 , wherein the state is determined based on intersections of the portions of the vector graphic with the tile. 
     
     
       8. The method of  claim 6 , wherein the state is determined using a bounding box collision check. 
     
     
       9. The method of  claim 1 , wherein the data identifies a color or texture for each filled pixel in the tile. 
     
     
       10. The method of  claim 1 , wherein the first processor comprises a central processing unit (CPU), wherein in the data is provided to a graphics processing unit (GPU) configured to render the vector graphic based on the data in a in a three-dimensional (3D) environment. 
     
     
       11. The method of  claim 10 , wherein the GPU performs a scanline conversion that determines fill, coverage, and color of pixels based on the data. 
     
     
       12. The method of  claim 1 , wherein the one 1D line span comprises a vertical 1D line span added to the edge of the first tile. 
     
     
       13. The method of  claim 1 , wherein first tile comprises a first edge and a second edge perpendicular to the first edge. 
     
     
       14. The method of  claim 13 , wherein the 1D line span is added to the first edge. 
     
     
       15. The method of  claim 13 , wherein the 1D line span is added to the second edge. 
     
     
       16. A system comprising:
 memory; and 
 one or more processors at a device coupled to the memory, wherein the memory comprises program instructions that, when executed on the one or more processors, cause the system to perform operations comprising:
 obtaining a vector graphic comprising portions defined on a two-dimensional (2D) canvas; 
 dividing the 2D canvas into tiles; 
 identifying a subset of the portions outside of a first tile of the tiles on the 2D canvas; 
 projecting the portions of the subset as a 1D line span added to an edge of the first tile; and 
 providing data for rendering the vector graphic, the data comprising the projected portions of the subset of the portions represented by the 1D line span. 
 
 
     
     
       17. The system of  claim 16 , the operations further comprising:
 adding spans to the projection portions for positive contributions of the subset of the portions; and 
 subtracting spans from the projected portions for negative contribution of the subset of the portions. 
 
     
     
       18. The system of  claim 17 , the operations further comprising merging or separating the spans that overlap. 
     
     
       19. The method of  claim 16 , wherein a state of the tile is determined using a bounding box collision check. 
     
     
       20. A non-transitory computer-readable storage medium, storing program instructions executable via one or more processors to perform operations comprising:
 obtaining a vector graphic comprising portions defined on a two-dimensional (2D) canvas; 
 dividing the 2D canvas into tiles; 
 identifying a subset of the portions outside of a first tile of the tiles on the 2D canvas; 
 projecting the portions of the subset onto as a 1D line span added to an edge of the first tile; and 
 providing data for rendering the vector graphic, the data comprising the projected portions of the subset of the portions represented by the 1D line span.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims the benefit of U.S. Provisional Application Ser. No. 63/156,430 filed Mar. 4, 2021, which is incorporated herein in its entirety. 
    
    
     TECHNICAL FIELD 
     The present disclosure generally relates to electronic devices that render vector graphics and, in particular, to systems, methods, and devices that render perspective correct vector graphics in 3D environments. 
     BACKGROUND 
     Some rendering techniques for text and other graphics use fixed-resolution images (e.g., bitmaps). The appearance of such fixed-resolution images may be affected by operations that enlarge (e.g., zooming in) or reduce (e.g., zooming out) their sizes on a display. For example, the edges within such a fixed-resolution graphic may appear blurry as the image is enlarged. In contrast to fixed-resolution graphics, vector graphics define their appearances in ways that are not tied to a particular resolution (e.g., using lines, curves, or shapes specified by math formulas) that are less susceptible to being affected by operations that enlarge or reduce their sizes on a display. However, existing techniques for rendering vector graphics may use an undesirable amount of the electronic devices&#39; resources (e.g., CPU and/or GPU computations, time, power, etc.). 
     SUMMARY 
     Various implementations disclosed herein include devices, systems, and methods that render a view of a vector graphic in a 3D environment. The vector graphic may be defined using a 2D canvas that may be displayed flat or warped within the 3D environment. The vector graphic may be defined based on vector graphics drawing commands that define one or more paths (e.g., lines, curves, or shapes specified by math formulas) and/or that specify the vector graphic&#39;s material visual properties (e.g., color, texture, etc.) In some implementations, a GPU shader is used to render an appearance of each pixel of the view of the vector graphic. In some implementations, efficient rendering is achieved by using a pre-processing stage to identify data about the vector graphic to improve the GPU shader&#39;s efficiency. For example, a CPU may determine representations of vector-graphic&#39;s portions (e.g., paths or path segments) that are relevant to (contribute to) each of multiple regions (e.g., tiles) subdivided from the 2D canvas. Using this data, the GPU can efficiently determine how to render a pixel by assessing only the relevant portions of the vector graphic based on which region the pixel is within. The GPU does not need to assess the other, non-relevant vector-graphic portions. In some implementations, the pre-processing stage reduces the number of curves used to represent the 2D vector graphic (e.g., drawn by the GPU). 
     In some implementations, simplifying representations of vector graphic portions involves identifying a subset of the portions of a vector graphic that occur outside a tile. For example, the subset of the portions occurs on one side (e.g., to the left) of the tile. In some implementations, portions of the subset are projected onto an edge of the tile. In some implementations, the projected portions of the subset positively or negatively combine to result in a single positive contribution or no contribution. For example, a circle to the left of a tile fully encloses itself and contributes nothing to the tile and thus need not be represented at all. As another example, a winding curve may have three sub-portions (two positive and one negative) that can be simplified as a single sub-portion that contributes once. 
     In general, one innovative aspect of the subject matter described in this specification can be embodied in methods that include the actions of obtaining a vector graphic including portions defined on a 2D canvas and dividing the 2D canvas into tiles. In some implementations, a subset of the portions outside of a first tile of the tiles on the 2D canvas is identified, and the portions of the subset are projected onto an edge of the first tile. Then, data for rendering the vector graphic is provided, the data including the projected portions of the subset of the portions outside the first tile. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       So that the present disclosure can be understood by those of ordinary skill in the art, a more detailed description may be had by reference to aspects of some illustrative implementations, some of which are shown in the accompanying drawings. 
         FIG.  1    illustrate examples of vector graphics. 
         FIG.  2    illustrate an example of warping being applied to a rendered canvas including a vector graphic in accordance with some implementations. 
         FIGS.  3 - 4    illustrate an example subdivision technique for a canvas in accordance with some implementations. 
         FIGS.  5 A,  5 B,  5 C, and  6    illustrate another example subdivision technique for a canvas in accordance with some implementations. 
         FIGS.  7 - 9    illustrate yet another example subdivision technique for a canvas in accordance with some implementations. 
         FIG.  10    illustrates a vector graphic drawn multiple times with only its size attribute changed in accordance with some implementations. 
         FIG.  11    is a flowchart illustrating an exemplary method of rendering a vector graphic by simplifying the vector-graphic data in accordance with some implementations. 
         FIG.  12    is a flowchart illustrating an exemplary method of rendering a view of a vector graphic in a 3D environment in accordance with some implementations. 
         FIG.  13    illustrates an example operating environment in accordance with some implementations. 
         FIG.  14    illustrates an example electronic device in accordance with some implementations. 
     
    
    
     In accordance with common practice, the various features illustrated in the drawings may not be drawn to scale. Accordingly, the dimensions of the various features may be arbitrarily expanded or reduced for clarity. In addition, some of the drawings may not depict all of the components of a given system, method or device. Finally, like reference numerals may be used to denote like features throughout the specification and figures. 
     DESCRIPTION 
     Numerous details are described in order to provide a thorough understanding of the example implementations shown in the drawings. However, the drawings merely show some example aspects of the present disclosure and are therefore not to be considered limiting. Those of ordinary skill in the art will appreciate that other effective aspects or variants do not include all of the specific details described herein. Moreover, well-known systems, methods, components, devices and circuits have not been described in exhaustive detail so as not to obscure more pertinent aspects of the example implementations described herein. 
     Various implementations disclosed herein include devices, systems, and methods that render vector graphics in a 3D environment that have an intended appearance (e.g., with sharp edges, without blur, etc.) at any angle and distance (e.g., perspective correct vector graphics). For example, these techniques allow users of an electronic device (e.g., head mounted device (HMD) to read text without seeing the blurriness of a texture-based equivalent (e.g., rasterized drawing commands to a texture). 
     In various implementations, a vector graphic is defined by vector graphic drawing commands (e.g., stroking, filling, drawing paths, blend operations, image drawing, etc.). In some implementations, a pre-processing technique is performed and then, the resulting data is provided to a graphics processor. In some implementations, a fragment shader of a GPU, paired with the processed data, renders the vector graphic on arbitrary geometry in every frame of a 3D scene. The GPU renders all paths (curves, lines, etc.) of the vector graphic in a pixel accurate way. 
     In some implementations, a vector graphic is defined using a 2D canvas and a pre-processing stage divides the 2D canvas into uniform tiles (e.g., regions of pixels). A processor, e.g., a CPU, evaluates each tile of the uniform tiles and first determines whether any of the drawing commands for the vector graphic are partially visible in the tile (e.g., colored by a path, stroke, image, etc. or not). In some implementations, the first check uses a bounding box technique to determine whether each drawing command for the vector graphic contributes to the tile. When a path of a drawing command intersects an edge of the tile (e.g., 4 edges of a rectangular tile), the path contributes to the tile and the tile is partially filled. 
     In some implementations, a second check to determine which portions (e.g., paths or path segments (e.g., curves)) of the vector graphic are relevant to each of a plurality of tiles sub-divided from the 2D canvas simplifies sub-portions of contributing portions that occur to the left of the tile. A relevant portion is simplified by combining sub-portions of the portion that are to the left of the tile and contribute multiple times (e.g., positively or negatively combine to result in a single positive contribution or no contribution). For example, a circle to the left of a tile fully encloses itself and contributes nothing to the tile and thus need not be represented at all. As another example, a winding curve may have three sub-portions (two positive and one negative) that can be simplified as a single sub-portion that contributes once. 
     In some implementations, determining which portions (e.g., paths or path segments (e.g., curves)) of the vector graphic are relevant to each of a plurality of tiles sub-divided from the 2D canvas projects each non-intersecting sub-portion (e.g., represented by a quadratic curve) of the portion that occurs to the left of the tile onto a left edge of the tile. For example, for each positive contribution, a positive span is added on the left edge of the tile, and for each negative contribution, a corresponding span on the left edge of the tile is subtracted. In some implementations, non-intersecting sub-portions (e.g., represented by a quadratic curve) of the portion that occurs to the left of the tile are projected onto the left edge of the tile until a final span list is determined to be a vertical 1D line or a plurality of vertical line segments that represent the contributing sub-portions. In some implementations, overlapping spans are either separated into sub-spans or merged, wherever appropriate. In some implementations, the vertical line or vertical line segments are represented by vertical line spans, which is representation that can be rendered by various scanline rendering techniques. Further, scanline rendering of intersections with vertical line spans is more efficient than scanline rendering of intersections with sub-portions (e.g., quadratic curves). 
     In some implementations, an additional check for each tile determines whether a path of each drawing command for the vector graphic fully covers (e.g., filled) or fully excludes (e.g., empty) the tile. In some implementations, the additional check uses another bounding box technique. Once a path (e.g., drawing command) is known to contribute to a tile, the path is simplified to a series of curves (e.g., quadratic curves). These curves, paired with their colors, are placed into a list for the respective tile. An array of these lists compiled from all tiles is used, e.g., by a processor such as a GPU, to draw the 2D vector graphic. In some implementations, the pre-processing stage reduces the number of curves used to represent the 2D graphic. 
     In some implementations, the array of lists is formatted for the 3D coordinate space of a GPU. The GPU&#39;s fragment shader draws the 3D vector graphic by processing (e.g., consuming) the formatted array of lists. For each fragment being drawn, the fragment shader determines which tile it is in, and executes a scan-line conversion algorithm (e.g., determines fill, coverage, and color for the corresponding pixels). In some implementations, the rendered vector graphic on a 2D plane in the 3D environment is further deformed in 3D space (e.g., 3D or visual effects). 
       FIG.  1    is a diagram that illustrates vector graphics examples. Vector graphics can be used to define the appearances of various things including, but not limited to, text strings, PDFs files, fonts, 2D graphics, virtual objects, emojis, etc. As shown in  FIG.  1   , example vector graphics include a text string  102 , an object defined by a PDF file  104 , and a 2D graphic  106  that is a tiger.svg vector graphic. 
     Various implementations disclosed herein include devices, systems, and methods that render perspective correct vector graphics on a 2D canvas in a 3D environment, for example, using an HMD. In some implementations, the 2D canvas is a part of a 2D plane, and the canvas includes all the drawing content for the vector graphic. In other words, the canvas is the 2D surface that is modified by one or more drawing commands that constitute the vector graphic. In some implementations, the canvas includes all paths or path segments (e.g., lines or curves defined by one or more polynomials, quadratic equations, or other formulaic definitions) and the corresponding visual material properties (e.g., color, visual effects, etc.) in the vector graphic. In some implementations, the 2D canvas can be warped in 3D (e.g., reflection, distortion, mirroring) to warp the displayed vector graphic in a 3D environment. 
       FIG.  2    is a diagram that illustrates an example of warping being applied to a rendered canvas including a vector graphic in accordance with some implementations. As shown in  FIG.  2   , examples of deforming include 3D effects such as distortion  202  of a 2D pdf document, or reflection and 3D warping  204  of a 2D pdf document. For example, the rendered warped vector graphic  204  is a virtual “paper”, which appears physically correct when subsequently curled and folded. 
     In some implementations, pre-processing techniques described herein enable efficient rendering of vector graphic. For example, the pre-processing techniques described herein may be used to reduce number of computations required to render the graphics and/or to reduce the number of curves used to represent the 2D vector graphic. The techniques may enable rendering vector graphics in real time (e.g., every frame) in a 3D environment. In some implementations, the pre-processing techniques are performed in a first processor (e.g., CPU) and the 2D canvas is rendered by a second processor (GPU) of one or more electronic devices. In some implementations, the pre-processing techniques implement a subdivision technique. In some implementations, the subdivision technique divides the canvas into a plurality of regions of pixels. In some implementations, the plurality of regions of pixels are uniformly shaped (e.g., rectangular). In some implementations, the subdivision technique divides the canvas into a plurality of uniformly shaped tiles of pixels. In one example, the tiles are all of the same size. Thus, each tile is a portion of the canvas. 
     In some implementations, the subdivision technique divides the canvas into the plurality of tiles based on a recursive subdivision. In some implementations, the tiles may be iteratively sub-divided. For example, the tiles may be iteratively sub-divided to a preset recursive depth (e.g., recursive depth of 2 7 ), iteratively sub-divided until a prescribed condition is satisfied, or iteratively sub-divided until a recursive limit is reached (e.g., a maximum recursive depth). In some implementations, the prescribed condition is that it is unnecessary to subdivide the tile again. For example, a canvas may have 4 tiles or more than 5000 tiles. 
     In some implementations, one or more vector graphic drawing commands may be used to define or otherwise represent a vector graphic. In some implementations, the drawing commands that form a vector graphic are implemented using mathematical formulas such as polynomials. In one example, the drawing commands form shapes or portions of shapes in the vector graphic that are represented by arbitrary Bezier curves. In another example the drawing commands could form shapes represented by points, lines, cubics, quadratics, etc. 
       FIGS.  3 - 4    illustrate an example subdivision technique for a canvas in accordance with some implementations. As shown in  FIG.  3   , a canvas  304  includes a shape  302  as the vector graphic or part of the vector graphic. The shape  302  is formed by executing a series of drawing commands. As shown in  FIG.  4   , the canvas  304  is divided into 4 tiles  312 ,  314 ,  316 ,  318 . 
     In some implementations, the subdivision technique evaluates the drawing commands that form a vector graphic, and determines what subset of the drawing commands contribute to each tile (e.g., a path in the vector graphic formed by the drawing command intersects or contains the tile) of the corresponding canvas. Then, a tile representation is generated that represents the paths and corresponding color of each contributing drawing command (e.g., represent all contributions to a tile). The combination of all tile representations for the canvas becomes the representation used to efficiently draw the canvas at the frame rate of a 3D environment. 
     As shown in  FIG.  4   , the subdivision technique determines the individual contribution of each path across each of the tiles  312 ,  314 ,  316 ,  318  that forms the shape  302 . In some implementations, initially a state of each tile in a canvas is determined. In some implementations, the state of a tile includes empty (e.g., no paths), full (e.g., completely within a path), or partial (e.g., at least one intersection with the shape  302 ). As shown in  FIG.  4   , each of the tiles  312 ,  314 ,  316 ,  318  have a state of partial. 
       FIGS.  5 A- 5 C  illustrate another example subdivision technique for a canvas in accordance with some implementations.  FIG.  5 A  illustrates tiles in a canvas  504  that includes a shape  502  as the vector graphic. As shown in  FIG.  5 A , each of the tiles  312 ,  314 ,  316 ,  318  has a state of partial. 
     In some implementations, the GPU uses a left-to-right scanline conversion. Accordingly, for each pixel in the canvas  504 , the subdivision technique may further determine whether the pixel is colored or not (e.g., by the shape  502 ). In some implementations, the state of the pixel is determined by the winding rule. In some implementations, for each pixel in each tile, the winding rule shoots a ray  520  from the infinite left or the left edge of the canvas  504  to the pixel. Then, the winding rule counts the number of positive intersections and negative intersections of the ray  520  with the shape  502 . In some implementations, when the intersection count of the ray  520  for a terminating pixel totals 0, the terminating pixel is not filled. Otherwise, the terminating pixel is filled. In some implementations, each intersection&#39;s contribution is determined to be positive or negative based on the tangent at the intersection with the shape  502  (e.g., polygon). 
     As shown in  FIG.  5 A , a pixel  522  has no intersections, which totals to 0, and the pixel  522  is empty. A pixel  524  has one positive intersection (e.g., +1) and the pixel  524  is filled or colored by the shape  502 . A pixel  526  has 3 positive intersections (e.g., +1) and 3 negative intersections (e.g., −1), which totals to a 0 intersection count, and the pixel is not colored by the shape  502 . 
     Since the tile  312  has the state of partial, portions of the shape  502  that contribute to the tile  312  need to be determined. Further, the winding rule uses intersections between the ray  520  and the shape  502  to determine when pixels of the tile  312  are to be colored (e.g., contained within the shape  502 ), and portions of the shape  502  to the left of the tile  312  need to be encoded by quadratics, represented by mathematical formulas, or at least tracked, which increases the complexity of the pre-processing stage or subdivision techniques. 
     Accordingly, in some implementations, the subdivision technique generates additional information about each tile of the canvas. In some implementations, the subdivision technique generates an additional ray for all tiles of the canvas. In some implementations, a vertical ray  550  is generated from the bottom left corner of each tile  312 ,  314 ,  316 ,  318  to the infinite top or the top of the canvas  504 . In  FIG.  5 B , the ray  550  is only illustrated for the tile  312 . In some implementations, the additional ray  550  is used to identify a collection of vertical intersections  550   a  between the ray  550  and the shape  502 . In some implementations, the collection of vertical intersections  550   a  are used to reduce the complexity of the shape  502  for the tile  312 . 
     In some implementations the ray  550  is used to project the portions of the shape  502  that occur to the left of the tile  312  onto the left vertical edge of the tile  312  (e.g., project portions of the shape  502  in at least 1 direction onto the tile  312 ). As shown in  FIG.  5 B , there are 3 intersections  550   a  and the first intersection  550   a  occurs above a top left corner of the tile  312 . Accordingly, as shown in  FIG.  5 B , the portions of the shape  502  to the left of the tile  312  project  560  to a single continuous 1D line  570  along the left vertical edge of the tile  312 . As shown in  FIG.  5 C , the single continuous 1D line along the left vertical edge of the tile  312  and the tile  316  is used to form the simplified or less complex shape  502 ′. In some implementations, instead of encoding representations for all portions of the shape  502 , a 1D line on the left edge of corresponding tiles is used to represent more than one portion of the shape  502  drawn to the left of the corresponding tiles. 
     In some implementations, the protecting rule projects each non-intersecting portions of the shape  502  (e.g., quadratic curves of the shape  502 ) that exists to the left of each tile (e.g., the left vertical edge of the tile  312 ) in a horizontal direction to the right. In some implementations, for each positive contribution, a positive span is added on the tile&#39;s left edge (e.g., the left vertical edge of the tile  312 ). Then, for each negative contribution, that positive span is subtracted on the tile&#39;s left edge (e.g., the left vertical edge of the tile  312 ). These projections are repeated until a final span list (e.g., a collection of regions on the left edge of the tile  312 ) determine whether the portions of the shape to the left of each of the tiles contribute or do not contribute. For example, the projections are repeated until all portions of the shape  502  to the left of the tile  312  have been projected to the left vertical edge of the tile  312 . 
     In some implementations, the final span list is converted into vertical line spans that separately occur along the left vertical edge of the tiles (e.g., tile  312 ). In some implementations, the final span list is used to generate a vertical edge list. In some implementations, two spans might overlap, and overlapping spans are either cut into sub-spans or merged, wherever appropriate according to visual material properties (e.g., color, etc.). 
       FIG.  5 C  illustrates a simplified shape  502 ′ that may be formed by applying the projection rule to the shape  502  in the canvas  504 . In some implementations, the winding rule may be applied to the simplified shape  502 ′. As shown in  FIG.  5 C , the pixel  522  has no intersections, which totals to 0, and the pixel  522  is empty. The pixel  524  has one positive intersection (e.g., +1) and the pixel  524  is filled or colored by the shape  502 ′. The pixel  526  has 1 positive intersection (e.g., +1) and 1 negative intersection (e.g., −1), which totals to a 0 intersection count, and the pixel  526  is not colored by the shape  502 ′. 
     In some implementations, the subdivision technique further determines which curves (e.g., a number of curves and how to represent each using a quadratic) determine a path across each tile of a canvas. For example, as shown in  FIG.  5 C , only a portion  502   c  of a path that forms the shape  502 ′ (e.g.,  502 ) crosses the tile  316  and is provided to the GPU as part of the closed curve  590  to draw pixels represented by the tile  316  of the canvas  504 . For example, the portion  502   c  may be represented by only 3 curves between the four points P. 
       FIG.  6    illustrates tiles in a canvas  604  that includes a plurality of shapes  682 ,  684 ,  686  as the vector graphic before and a canvas  604 ′ that includes a plurality of shapes  682 ′,  684 ′,  686 ′ after the projection rule has been applied in accordance with some implementations. For example, a vertical edge list  688  that includes vertical edges  688   a ,  688   b , and  688   c  is formed by applying the projection rule to the tile  312  in the canvas  604  As shown in  FIG.  6   , only the tile  312  has a state of partial. Further, only the closed shapes  682 ′,  684 ′,  686 ′ contribute to the tile  312  and need a representation thereof generated to form the complete representation of the tile  312 . In some implementations, the projecting rule successfully operates on a plurality of vector graphic drawing commands for tiles of a canvas. 
     In some implementations of the subdivision techniques, the projection rule is used first to simplify paths that from a shape such as the shape  502 . Then, additional techniques or rules of the subdivision techniques are implemented. In some implementations, performing the projection rule first to simplify shapes generated by drawing commands of a vector graphic yielded up to a 20% efficiency gain in rendering vector graphics. 
       FIGS.  7 - 9    illustrate yet another example subdivision technique for tiles in a canvas in accordance with some implementations. As shown in  FIG.  7   , the tile  312  has a state of full, the tiles  312 ,  316  have a state of partial, and the tile  318  has a state of empty with respect to the shape  702  (e.g., using the assumption that the middle pixel does not contribute to tile  318 ). As shown in  FIG.  7   , a shape  702 ′ (dashed lines) is a less complex version of the shape  702  in accordance with some implementations of subdivision techniques described herein. 
     In some implementations, the subdivision technique generates additional information about each tile of the canvas. In some implementations, the subdivision division technique generates two additional rays for all tiles of the canvas. In some implementations, a horizontal ray  732  is generated for the bottom right corner of each tile  312 ,  314 ,  316 ,  318 , and a vertical ray  734  is generated for the bottom right corner of each tile  312 ,  314 ,  316 ,  318  of a canvas  704 . In  FIG.  7   , the ray  732  and the ray  734  are only illustrated for the tiles  312 ,  318 . On the assumption that a middle pixel M is covered by the shape  702  (e.g.,  702 ′) for the tile  312 , the ray  732  and the ray  734  generate two additional intersections  732   a ,  734   a  and determine the state of the tile  312  is full. On the assumption that a middle pixel M is not covered by the shape  702  for the tile  318 , the ray  732  and the ray  734  generate no additional intersections  732   a ,  734   a  and determine the state of the tile  318  is empty. 
       FIG.  8    illustrates tiles of a canvas  804  that includes a shape  802  as the vector graphic. As shown in  FIG.  8   , the tile  318  has a state of full, the tiles  312 ,  314 ,  316  have a state of partial because the edges of each tile have 2 intersections Ia, lb, Ic, Id with the shape  802 . For the tile  318 , the ray  732  and the ray  734  generate intersections  732   a ,  734   a  and determine the state of the tile  312  is full. 
       FIG.  9    illustrates some tiles of a canvas  904  that includes a shapes  902   a  and  902   b  as the vector graphic. As shown in  FIG.  9    for the tile  318 , the ray  732  generate positive intersection  732   a  and a negative intersection  732   a  determines the shape  902   b  does not contribute to the tile  318 . The subdivision technique determines the shape  902   b  exists to the left of the tile  318 , does not contribute to the tile  318 , and can be ignored when determining a representation for the tile  318 . Further, when each pixel in the tile  318  is evaluated to see whether they are filled, each pixel in the tile  318  determines the shape  902   b  does not color the pixel because the ray  520  determines a 0 intersection count (e.g., no contribution). In addition, the shape  902   a  is not considered when evaluating the tile  318  because the shape  902   a  is completely to the right of the tile  318 . Accordingly, the subdivision technique does not add any part of the shape  902   a  as relevant to the tile  318 . 
     As described in  FIGS.  5 A- 9   , the subdivision techniques can use various orientations based on a direction of scanline rendering by the GPU. Further, different directions around or along the shape can be evaluated (e.g., clockwise or counterclockwise, right to left) with respect to determining the tangent of an intersection. In addition, alternate directions (e.g., initiating pixel to the left, top, or bottom edge of the canvas) may be used when evaluating intersections with drawing commands of vector graphics using the ray  520 . Similarly, alternate directions or alternate edges may be used when evaluating intersections with drawing commands of vector graphics using the rays  732 , and  734 , respectively. In some implementations, all possible contributions by a drawing command of a plurality of drawing commands used to render a vector graphic that are to the right of each tile of a plurality of tiles in a canvas could be evaluated. Alternatively, the direction used to resolve all possible contributions by a drawing command may be switched (e.g., depending a side that has the least complex possible contributions). 
     The subdivision technique (e.g., pre-processing) operates to determine a list of relevant drawing commands (e.g., only the drawing commands for paths that contribute to each tile and then only the portions of the paths that crossed the tile). In some implementations, the subdivision technique enables the preprocessing stage to determine and transmit a reduced amount of data to the GPU to render the vector graphic. As shown in  FIG.  8    for example, the subdivision technique only looks for all paths crossing the tile  316  between edge intersection Ia and edge intersection Ib, and then adds the arc (e.g., 1 curve) between Ia and Ib to the representation for the tile  316  (e.g., the arc and the 3 lines that complete the closed curve  890  that is transmitted to the GPU to render the shape  802  for the tile  316 ). 
     In some implementations, the subdivision technique transmits a data structure that is a series of drawing commands to a processor (e.g., GPU) to render the canvas in a 3D environment. In some implementations, the data structure includes movement commands for each shape and corresponding material properties that form the vector graphic on the canvas. For example, to draw a red shiny box, the data structure includes a move-to point command (e.g., move to the origin corner of the box), a first line-to command (e.g., draw a line to the second corner of the box), a second line-to command (e.g., draw a line to the third corner of the box), a third line-to command (e.g., draw a line to the fourth corner of the box), a fourth line-to command (e.g., draw a line to the origin corner of the box from the fourth corner), and an end path command, paired with material properties of red and shiny. In this example, the box is drawn with six commands and corresponding metadata to define the material properties. 
     In some implementations, the GPU uses the mathematical form of 3D UV coordinate space, and the data structure transmitted by the subdivision techniques is converted appropriately. For example, a tile in the canvas may be converted to a range of UV coordinate space (e.g., UV coordinates 000 to 256). 
     In some implementations, the GPU shader renders the vector graphic by processing the transmitted data structure. In some implementations, the GPU shader renders pixels forming the vector graphic by determining (i) what tile contained a pixel, (ii) what drawing commands (e.g., paths) are relevant to this tile, and then determine coverage (e.g., a percentage of the pixel (that has a specific color or material property), color, and composition (e.g., blending partially covered pixels or visual effects of rendered pixels) for the current pixel. Then, the GPU shader repeats the process for the remaining pixels that form the vector graphic. 
     In some implementations, the subdivision techniques operate as a preprocessing technique for rendering vector graphics that reduces the time or processing required to render the vector graphics in a 3D environment. Thus, without the subdivision techniques, the GPU would have to evaluate more paths, which incurs more processing for each tile and increases the time necessary to rendering the vector graphics in the 3D environment. However, the scanline rendering by the GPU can process a limited number of drawing commands and still be able to redraw the vector graphics in the 3D environment in real time (e.g., in every frame). In some implementations, because the user of an HMD moves their head or eyes a tiny amount all the time (e.g., even when holding still) vector graphics in a 3D environment need to be rendered in every frame to compensate for such user movement. 
     In some implementations, the canvas (e.g., vector graphics) is rendered for each frame displayed in a 3D environment. However, the subdivision techniques are performed only when the content of the canvas is changed. In other words, the subdivision techniques are processed only once for each non-mutated canvas. For example, for a fixed PDF vector graphic, the subdivision techniques are performed only once for the same document, but the PDF vector graphic is re-rendered in every frame of the 3D environment. In some implementations, only the relevant pixels in the canvas are rendered with each frame. For example, only the pixels in the canvas that change are updated. In some implementations, the pixels that change in the canvas are identified by comparing the canvas for the next frame with the canvas for the current frame. 
     In some alternate implementations, the vector graphics are not rendered with each frame in the 3D environment when certain conditions are satisfied. In these implementations, when the frame-to-frame changes (e.g., changes between sequential frames) to the vector graphics are not perceptible to the viewer, the vector graphics can be displayed as a single non-changing image (e.g., a texture drawn by the GPU). For example, the frame-to-frame changes for the vector graphics may not be perceptible when the vector graphic is displayed far away from the viewer (e.g., more than 1 m or 2 m) or the vector graphic visual quality is low. 
       FIG.  10    illustrates a vector graphic drawn multiple times with only its size attribute changed in accordance with some implementations. As shown in  FIG.  10   , a perspective correct vector graphic  1000  that is a text letter “s” remains clear, with crisp edges, and accurate when rendered at  5  different sizes.  FIG.  10    also illustrates an exemplary representation for a portion of a vector graphic in accordance with some implementations. As shown in  FIG.  10   , drawing commands  1010  for a portion  1020  of the rendered perspective correct vector graphic  1000  include move to commands and corresponding material properties. 
       FIG.  11    is a flowchart illustrating an exemplary method of rendering a vector graphic by simplifying the vector-graphic data. In some implementations, simplifying involves a projection process. The vector graphic may be defined using a 2D canvas that may be displayed flat or warped within a 3D environment. The 2D canvas may be divided into a plurality of tiles. In some implementations, the projection process identifies portions of the vector graphic outside of a tile, and projects those portions onto an edge of the tile to provide a simpler representation of the portions of the vector graphic that are relevant to rendering the tile. The rendering process uses the simpler representation and thus need not assess loops, twists, and complicated line segments that would otherwise need to be assessed. In some implementations, multiple non-intersecting paths of a portion that are to the left of a first tile are projected and contribute positively or contribute negatively and are combined to result in a single positive contribution or no contribution. 
     In some implementations, the method  1100  is performed by a device (e.g., electronic device  1220 ,  1200  of  FIGS.  12  and  13   ). The method  1100  can be performed using an electronic device or by multiple devices in communication with one another. In some implementations, the method  1100  is performed by processing logic, including hardware, firmware, software, or a combination thereof. In some implementations, the method  1100  is performed by a processor executing code stored in a non-transitory computer-readable medium (e.g., a memory). In some implementations, the method  1100  is performed by an electronic device having a processor. 
     At block  1110 , the method  1100  obtains a vector graphic including portions defined on a 2D canvas. In some implementations, vector graphics include text, or other graphics such as a drawing or pdf. In some implementations, the 2D canvas includes all the drawing content for the vector graphic (see for example, canvas  304  in  FIG.  3   ). In other words, the canvas is a part of a 2D plane that is affected by drawing commands that make the vector graphic. In some implementations, the portions are all paths or path segments (e.g., polynomials, quadratic equations, or curves) and the corresponding visual material properties (e.g., color, visual effects, etc.) defined on the 2D canvas. 
     At block  1120 , the method  1100  divides the 2D canvas into tiles. In some implementations, the 2D canvas is divided into uniformly shaped tiles. In some implementations, the tiles are the same size (see for example, tiles  312 - 318  in  FIG.  4   ). In some implementations, the tiles may be iteratively sub-divided. For example, the tiles may be iteratively sub-divided to a preset recursive depth (e.g., recursive depth of 7). In another example, the tiles may be iteratively sub-divided until a condition is satisfied or until a recursive limit is reached. In some implementations, the 2D canvas is divided into separate regions, each region containing a plurality of pixels. In some implementations, the regions of the 2D canvas are identified in a pre-processing stage. 
     At block  1130 , the method identifies a subset of the portions outside of a first tile of the tiles on the 2D canvas. In some implementations, the subset of the portions to the left of the first tile are identified. In one example, the subset of the portions includes non-intersecting paths appearing to the left of the tile of a portion that intersects the first tile. See for example, a subset of the portions of the shape  502 , which intersects tiles  312  and  316 , that are outside the tiles  312  and  316  as shown in  FIG.  5 A . 
     At block  1140 , the method  1100  projects the portions of the subset onto an edge of the first tile. In some implementations, the portions of the subset are projected from at least one direction (e.g., horizontally to the right) onto an edge (e.g., left edge) of the first tile. For example, the portions of the subset are projected onto a left vertical edge. See for example, portions of the subset of the shape  502  to the left of the tile  312  are projected ( 560 ) onto a left vertical edge of the tile  312  and form a vertical span (1D line  570 ) as shown in  FIG.  5 B . In some implementations, projecting the portions of the subset onto an edge of the first tile simplifies a representation of the subset of the portions outside the first tile. In some implementations, positive contributions and negative contributions of the projected portions of the subset are combined to determine an edge list identifying vertical spans on the left vertical edge of the first tile. Combining the positive contributions and negative contributions of the projected portions of the subset may involve projecting multiple portions onto the same left vertical edge and cancelling out the overlapping projections to generate a single span along the left vertical edge. In some implementations, overlapping spans from different projections are separated into different sub-spans or merged. 
     At block  1150 , the method  1100  provides data for rendering the vector graphic, the data including the projected portions of the subset of the portions outside the first tile. The data is provided to a processor (e.g., GPU) for rendering the vector graphic in a 3D environment (see for example, block  1240 ). In some implementations, the data is used to determine whether pixels within the first tile correspond to the interior of the vector graphic (e.g., contained within the vector graphic). See for example, the pixels  522 ,  524 ,  526  in  FIG.  5 C . The data for pixels of the first tile contained in the vector graphic identifies the color/texture to use for the pixels. See for example, the closed curve  590  used to draw pixels represented by the tile  316  of the canvas  504  for the shape  502 . In some implementations, the data includes the state of each of the tiles of the 2D canvas (see for example, block  1230 ). In some implementations, the data determines each of the portions that intersect an edge of the tiles of the 2D canvas (see for example, block  1230 ). 
     In some implementations, blocks  1110 - 1150  are performed by a central processing unit (CPU). In some implementations, the techniques disclosed herein may be implemented on an HMD that provides an optical-see through view or a video pass-through view of a surrounding physical environment. 
     In some implementations, to determine which vector graphic drawing commands (e.g., a portion or path) contribute to each tile of a canvas, all possible contributions by a drawing command to the left of the tile have to be resolved. In some implementations, possible contributions by a drawing command to the tile are represented by quadratic equation and may either positively or negatively contribute to the tile (e.g., color). For example, a possible contribution composed of a circle to the left of a tile does not contribute to the tile. In some implementations, to reduce the number of possible contributions to a tile, all possible contributions by a drawing command to the left of the tile are projected on to the left-side of the tile (e.g., vertical edge of a rectangular tile), to determine a vertical line or a plurality of vertical line segments representing actual contributions of the drawing command (e.g., contributing quadratic equations) and their positive contributions (e.g., colors). Then, ignore any possible contributions of the drawing command that are fully above, fully below, or fully to the right of the tile. For each actual contribution to the tile, determine a closed path representation of the actual contribution or contributions to the tile and the corresponding material visual properties. Then, determine the actual contributions for the remaining vector graphic drawing commands that form a vector graphic to be rendered. Finally, repeat the process for each of a plurality of tiles forming the canvas. 
     In some implementations, all possible contributions by a drawing command that are to the right of the tile could be evaluated. Alternatively, the direction used to resolve all possible contributions by a drawing command may be switched (e.g., depending the side that has the least complex possible contributions). 
       FIG.  12    is a flowchart illustrating an exemplary method of rendering a view of a vector graphic in a 3D environment. The vector graphic may be defined using a 2D canvas that may be displayed flat or warped within the 3D environment. The vector graphic may be defined based on vector graphics commands that define one or more paths (e.g., lines, curves, or shapes specified by mathematical formulas) and that specify the vector graphic&#39;s color, texture, etc. In some implementations, efficient rendering is achieved by using a first processor to determine which portions (e.g., paths or path segments (e.g., curves)) of the vector graphic are relevant to (e.g., contribute to) which 2D canvas regions (e.g., tiles). Then, a pixel (e.g., in the 2D canvas) is rendered in the 3D environment by using only the relevant vector graphic portions based on which region the pixel is within. In some implementations, the pre-processing stage reduces the number of curves used to represent the 2D vector graphic on the canvas (e.g., drawn in the 3D environment) by combining sub-portions of contributing portions that occur to the left of the tile. For example, a circle to the left of a tile fully encloses itself and contributes nothing to the tile. 
     In some implementations, the method  1200  is performed by a device (e.g., electronic device  1320 ,  1300  of  FIGS.  13  and  14   ). The method  1200  can be performed using an electronic device or by multiple devices in communication with one another. In some implementations, the method  1200  is performed by processing logic, including hardware, firmware, software, or a combination thereof. In some implementations, the method  1200  is performed by a processor executing code stored in a non-transitory computer-readable medium (e.g., a memory). In some implementations, the method  1200  is performed by an electronic device having a processor. 
     At block  1210 , the method  1200  obtains a vector graphic including portions defined on a 2D canvas (see for example, block  1110 ). 
     At block  1220 , the method  1200  identifies regions of the 2D canvas. In some implementations, the 2D canvas is divided into uniformly shaped tiles (see for example, block  1120 ). 
     At block  1230 , the method  1200  generates data based on associating a plurality of the regions of the 2D canvas with representations of the portions of the vector graphic, the data identifying which representations of the portions of the vector graphic to use in rendering pixels in each of the regions of the 2D canvas. In some implementations, the data identifies one or more contributing portions of the portions of the vector graphic to use in rendering the pixels in each of the plurality of regions (e.g., tiles) of the 2D canvas. In some implementations, at least one of the representations is less complex than the represented portion of the vector graphic. For example, a relatively small edge line segment (e.g., a 1D line) along one edge of the tile may be used to represent the loops, twists, and other lengthy and complicated non-intersecting curves of the represented portion that are outside of the associated region (see for example, blocks  1130 - 1140 ). Further, using the representations that are simpler than the respective represented portions allows the GPU to render more efficiently. 
     In some implementations at block  1230 , the data includes a state of each of the regions of the 2D canvas. In some implementations, the state is determined using a bounding box collision check. In some implementations, the state of each of the regions is determined by intersections of any of the portions of the vector graphic with an edge of the region. For example, edges of rectangular regions include a top horizontal edge, a right vertical edge, a bottom horizontal edge, and a left vertical edge. In some implementations, the state of the region is determined to be partial, empty, or filled. For example, partial regions include a color, a texture, an effect, or the like. As shown in  FIG.  7   , the tile  312  has a state of full, the tiles  312 ,  316  have a state of partial, and the tile  318  has a state of empty with respect to the shape  702 . 
     In some implementations at block  1230 , the data determines each of the portions that intersect an edge of a region contributes to the region. For example, each of the portions that intersect an edge of a region determines a path that crosses the region. In some implementations, the data for the contributing portion includes a path across the region that is divided into (e.g., represented by) one or more of quadratic curves. Further, when the region has a contributing portion its state is not empty. In some implementations, a horizontal line/ray from the left edge of the canvas to a pixel is used to determine whether the pixel is filled or empty in the region. See for example, the pixel  524  in  FIG.  5 C . In some implementations, the data identifies visual properties (e.g., color) for each filled pixel in the region. In some implementations, each region of the regions is represented by a list of the data that includes closed paths across the region from contributing portions, and metadata to represent visual properties (e.g., color) for each filled pixel. See for example, the closed curve  890  used to draw pixels represented by the tile  316  of the canvas  804  for the shape  802 . In some implementations, each region of their regions is represented by a look up table that includes a collection of closed paths that correspond to a range of pixels. In some implementations, a data structure included an array (compilation) of the lists for all the regions. In some implementations, the data structure represents the vector graphic. 
     At block  1240 , the method  1200  provides the data to a processor for rendering the vector graphic. In some implementations, the processor is a GPU (see for example, paragraph [0053]). In some implementations, the GPU can efficiently determine how to render a pixel by assessing only the relevant vector graphic portions based on which region contains the pixel, without needing to assess other vector graphic portions. In some implementations, the processor uses the data to render the vector graphic in a 3D environment. For example, the processor performs a scanline conversion, wherein the scanline conversion queries which of the regions contains each pixel and executes a scanline conversion algorithm that determines fill, coverage, and color of the pixel based on any associated portions of the vector graphic. In some implementations, the processor provides a non-planar representation of the vector graphic by implementing 3D effects on the 2D vector graphic (e.g., warping, curling, folding, or mirroring the vector graphic). 
     In some implementations, blocks  1210 ,  1220 , and  1230  are performed by a second processor (CPU). In some implementations, blocks  1210 - 1240  are performed by the same processor. 
       FIG.  13    illustrates an example operating environment  1300  in which electronic device  1320  is used in physical environment  1305 . A physical environment refers to a physical world that people can interact with and/or sense without the aid of electronic systems. A physical environment refers to a physical world that people can sense and/or interact with without aid of electronic devices. The physical environment may include physical features such as a physical surface or a physical object. For example, the physical environment corresponds to a physical park that includes physical trees, physical buildings, and physical people. People can directly sense and/or interact with the physical environment such as through sight, touch, hearing, taste, and smell. In contrast, an extended reality (XR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic device. For example, the XR environment may include augmented reality (AR) content, mixed reality (MR) content, virtual reality (VR) content, and/or the like. With an XR system, a subset of a person&#39;s physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more virtual objects simulated in the XR environment are adjusted in a manner that comports with at least one law of physics. As one example, the XR system may detect head movement and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. As another example, the XR system may detect movement of the electronic device presenting the XR environment (e.g., a mobile phone, a tablet, a laptop, or the like) and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. In some situations (e.g., for accessibility reasons), the XR system may adjust characteristic(s) of graphical content in the XR environment in response to representations of physical motions (e.g., vocal commands). 
     There are many different types of electronic systems that enable a person to sense and/or interact with various XR environments. Examples include head mountable systems, projection-based systems, heads-up displays (HUDs), vehicle windshields having integrated display capability, windows having integrated display capability, displays formed as lenses designed to be placed on a person&#39;s eyes (e.g., similar to contact lenses), headphones/earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop/laptop computers. A head mountable system may have one or more speaker(s) and an integrated opaque display. Alternatively, a head mountable system may be configured to accept an external opaque display (e.g., a smartphone). The head mountable system may incorporate one or more imaging sensors to capture images or video of the physical environment, and/or one or more microphones to capture audio of the physical environment. Rather than an opaque display, a head mountable system may have a transparent or translucent display. The transparent or translucent display may have a medium through which light representative of images is directed to a person&#39;s eyes. The display may utilize digital light projection, OLEDs, LEDs, uLEDs, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In some implementations, the transparent or translucent display may be configured to become opaque selectively. Projection-based systems may employ retinal projection technology that projects graphical images onto a person&#39;s retina. Projection systems also may be configured to project virtual objects into the physical environment, for example, as a hologram or on a physical surface. 
     In the example of  FIG.  13   , the device  1320  is illustrated as a single device. Some implementations of the device  1320  are hand-held. For example, the device  1320  may be a mobile phone, a tablet, a laptop, and so forth. In some implementations, the device  1320  is worn by a user  1315 . For example, the device  1320  may be a watch, a head-mounted device (HMD), and so forth. In some implementations, functions of the device  1320  are accomplished via two or more devices, for example additionally including an optional base station. Other examples include a laptop, desktop, server, or other such device that includes additional capabilities in terms of power, CPU capabilities, GPU capabilities, storage capabilities, memory capabilities, and the like. The multiple devices that may be used to accomplish the functions of the device  1320  may communicate with one another via wired or wireless communications. 
       FIG.  14    is a block diagram of an example device  1400 . Device  1400  illustrates an exemplary device configuration for the device  1320 . While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the implementations disclosed herein. To that end, as a non-limiting example, in some implementations the electronic device  1400  includes one or more processing units  1402  (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, or the like), one or more input/output (I/O) devices and sensors  1406 , one or more communication interfaces  1408  (e.g., USB, FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, BLUETOOTH, ZIGBEE, SPI, I2C, or the like type interface), one or more programming (e.g., I/O) interfaces  1410 , one or more displays  1412 , one or more interior or exterior facing sensor systems  1414 , a memory  1420 , and one or more communication buses  1404  for interconnecting these and various other components. 
     In some implementations, the one or more communication buses  1404  include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices and sensors  1406  include at least one of an inertial measurement unit (IMU), an accelerometer, a magnetometer, a gyroscope, a thermometer, one or more physiological sensors (e.g., blood pressure monitor, heart rate monitor, blood oxygen sensor, blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptics engine, one or more depth sensors (e.g., a structured light, a time-of-flight, or the like), or the like. 
     In some implementations, the one or more displays  1412  are configured to present content to the user. In some implementations, the one or more displays  1412  correspond to holographic, digital light processing (DLP), liquid-crystal display (LCD), liquid-crystal on silicon (LCoS), organic light-emitting field-effect transitory (OLET), organic light-emitting diode (OLED), surface-conduction electron-emitter display (SED), field-emission display (FED), quantum-dot light-emitting diode (QD-LED), micro-electro-mechanical system (MEMS), or the like display types. In some implementations, the one or more displays  1412  correspond to diffractive, reflective, polarized, holographic, etc. waveguide displays. For example, the electronic device  1400  may include a single display. In another example, the electronic device  1400  includes a display for each eye of the user. 
     In some implementations, the one or more interior or exterior facing sensor systems  1414  include an image capture device or array that captures image data or an audio capture device or array (e.g., microphone) that captures audio data. The one or more image sensor systems  1414  may include one or more RGB cameras (e.g., with a complimentary metal-oxide-semiconductor (CMOS) image sensor or a charge-coupled device (CCD) image sensor), monochrome cameras, IR cameras, or the like. In various implementations, the one or more image sensor systems  1414  further include an illumination source that emits light such as a flash. In some implementations, the one or more image sensor systems  1414  further include an on-camera image signal processor (ISP) configured to execute a plurality of processing operations on the image data. 
     The memory  1420  includes high-speed random-access memory, such as DRAM, SRAM, DDR RAM, or other random-access solid-state memory devices. In some implementations, the memory  1420  includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory  1420  optionally includes one or more storage devices remotely located from the one or more processing units  1402 . The memory  1420  comprises a non-transitory computer readable storage medium. 
     In some implementations, the memory  1420  or the non-transitory computer readable storage medium of the memory  1420  stores an optional operating system  1430  and one or more instruction set(s)  1440 . The operating system  1430  includes procedures for handling various basic system services and for performing hardware dependent tasks. In some implementations, the instruction set(s)  1440  include executable software defined by binary information stored in the form of electrical charge. In some implementations, the instruction set(s)  1440  are software that is executable by the one or more processing units  1402  to carry out one or more of the techniques described herein. 
     In some implementations, the instruction set(s)  1440  include a graphics evaluator  1442  that is executable by the processing unit(s)  1402  to determine which portions (e.g., paths or path segments) of a vector graphic are relevant to (e.g., contribute to) each of a plurality of regions sub-divided from a 2D canvas according to one or more of the techniques disclosed herein. In some implementations, the instruction set(s)  1440  include a graphics generator  1444  that is executable by the processing unit(s)  1402  to determine how to render a pixel of the 2D canvas by assessing only the relevant portions of the vector graphic based on which region the pixel is within according to one or more of the techniques disclosed herein. 
     Although the instruction set(s)  1440  are shown as residing on a single device, it should be understood that in other implementations, any combination of the elements may be located in separate computing devices.  FIG.  14    is intended more as a functional description of the various features which are present in a particular implementation as opposed to a structural schematic of the implementations described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. For example, actual number of instruction sets and the division of particular functions and how features are allocated among them will vary from one implementation to another and, in some implementations, depends in part on the particular combination of hardware, software, or firmware chosen for a particular implementation. 
     It will be appreciated that the implementations described above are cited by way of example, and that the present invention is not limited to what has been particularly shown and described hereinabove. Rather, the scope includes both combinations and sub combinations of the various features described hereinabove, as well as variations and modifications thereof which would occur to persons skilled in the art upon reading the foregoing description and which are not disclosed in the prior art. 
     Those of ordinary skill in the art will appreciate that well-known systems, methods, components, devices, and circuits have not been described in exhaustive detail so as not to obscure more pertinent aspects of the example implementations described herein. Moreover, other effective aspects and/or variants do not include all of the specific details described herein. Thus, several details are described in order to provide a thorough understanding of the example aspects as shown in the drawings. Moreover, the drawings merely show some example embodiments of the present disclosure and are therefore not to be considered limiting. 
     While this specification contains many specific implementation details, these should not be construed as limitations on the scope of any inventions or of what may be claimed, but rather as descriptions of features specific to particular embodiments of particular inventions. Certain features that are described in this specification in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination. Moreover, although features may be described above as acting in certain combinations and even initially claimed as such, one or more features from a claimed combination can in some cases be excised from the combination, and the claimed combination may be directed to a subcombination or variation of a subcombination. 
     Similarly, while operations are depicted in the drawings in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order, or that all illustrated operations be performed, to achieve desirable results. In certain circumstances, multitasking and parallel processing may be advantageous. Moreover, the separation of various system components in the embodiments described above should not be understood as requiring such separation in all embodiments, and it should be understood that the described program components and systems can generally be integrated together in a single software product or packaged into multiple software products. 
     Thus, particular embodiments of the subject matter have been described. Other embodiments are within the scope of the following claims. In some cases, the actions recited in the claims can be performed in a different order and still achieve desirable results. In addition, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In certain implementations, multitasking and parallel processing may be advantageous. 
     Embodiments of the subject matter and the operations described in this specification can be implemented in digital electronic circuitry, or in computer software, firmware, or hardware, including the structures disclosed in this specification and their structural equivalents, or in combinations of one or more of them. Embodiments of the subject matter described in this specification can be implemented as one or more computer programs, i.e., one or more modules of computer program instructions, encoded on computer storage medium for execution by, or to control the operation of, data processing apparatus. Alternatively, or additionally, the program instructions can be encoded on an artificially generated propagated signal, e.g., a machine-generated electrical, optical, or electromagnetic signal, that is generated to encode information for transmission to suitable receiver apparatus for execution by a data processing apparatus. A computer storage medium can be, or be included in, a computer-readable storage device, a computer-readable storage substrate, a random or serial access memory array or device, or a combination of one or more of them. Moreover, while a computer storage medium is not a propagated signal, a computer storage medium can be a source or destination of computer program instructions encoded in an artificially generated propagated signal. The computer storage medium can also be, or be included in, one or more separate physical components or media (e.g., multiple CDs, disks, or other storage devices). 
     The term “data processing apparatus” encompasses all kinds of apparatus, devices, and machines for processing data, including by way of example a programmable processor, a computer, a system on a chip, or multiple ones, or combinations, of the foregoing. The apparatus can include special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application specific integrated circuit). The apparatus can also include, in addition to hardware, code that creates an execution environment for the computer program in question, e.g., code that constitutes processor firmware, a protocol stack, a database management system, an operating system, a cross-platform runtime environment, a virtual machine, or a combination of one or more of them. The apparatus and execution environment can realize various different computing model infrastructures, such as web services, distributed computing and grid computing infrastructures. Unless specifically stated otherwise, it is appreciated that throughout this specification discussions utilizing the terms such as “processing,” “computing,” “calculating,” “determining,” and “identifying” or the like refer to actions or processes of a computing device, such as one or more computers or a similar electronic computing device or devices, that manipulate or transform data represented as physical electronic or magnetic quantities within memories, registers, or other information storage devices, transmission devices, or display devices of the computing platform. 
     The system or systems discussed herein are not limited to any particular hardware architecture or configuration. A computing device can include any suitable arrangement of components that provides a result conditioned on one or more inputs. Suitable computing devices include multipurpose microprocessor-based computer systems accessing stored software that programs or configures the computing system from a general purpose computing apparatus to a specialized computing apparatus implementing one or more implementations of the present subject matter. Any suitable programming, scripting, or other type of language or combinations of languages may be used to implement the teachings contained herein in software to be used in programming or configuring a computing device. 
     Implementations of the methods disclosed herein may be performed in the operation of such computing devices. The order of the blocks presented in the examples above can be varied for example, blocks can be re-ordered, combined, and/or broken into sub-blocks. Certain blocks or processes can be performed in parallel. The operations described in this specification can be implemented as operations performed by a data processing apparatus on data stored on one or more computer-readable storage devices or received from other sources. 
     The use of “adapted to” or “configured to” herein is meant as open and inclusive language that does not foreclose devices adapted to or configured to perform additional tasks or steps. Additionally, the use of “based on” is meant to be open and inclusive, in that a process, step, calculation, or other action “based on” one or more recited conditions or values may, in practice, be based on additional conditions or value beyond those recited. Headings, lists, and numbering included herein are for ease of explanation only and are not meant to be limiting. 
     It will also be understood that, although the terms “first,” “second,” etc. may be used herein to describe various elements, these elements should not be limited by these terms. These terms are only used to distinguish one element from another. For example, a first node could be termed a second node, and, similarly, a second node could be termed a first node, which changing the meaning of the description, so long as all occurrences of the “first node” are renamed consistently and all occurrences of the “second node” are renamed consistently. The first node and the second node are both nodes, but they are not the same node. 
     The terminology used herein is for the purpose of describing particular implementations only and is not intended to be limiting of the claims. As used in the description of the implementations and the appended claims, the singular forms “a,” “an,” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term “and/or” as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items. It will be further understood that the terms “comprises” and/or “comprising,” when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. 
     As used herein, the term “if” may be construed to mean “when” or “upon” or “in response to determining” or “in accordance with a determination” or “in response to detecting,” that a stated condition precedent is true, depending on the context. Similarly, the phrase “if it is determined [that a stated condition precedent is true]” or “if [a stated condition precedent is true]” or “when [a stated condition precedent is true]” may be construed to mean “upon determining” or “in response to determining” or “in accordance with a determination” or “upon detecting” or “in response to detecting” that the stated condition precedent is true, depending on the context.

Metadata:
Filing Date: 20220301
Publication Date: 20240716
Grant Date: 20240716
Priority Date: 20210304
Inventors: BRIDON, JEREMY G.
Assignee: APPLE INC
CPC Classifications: [{"code": "G06T15/005", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/40", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/203", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/60", "inventive": true, "first": true, "tree": "[]"}, {"code": "G06T11/40", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/203", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T15/005", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/60", "inventive": true, "first": true, "tree": "[]"}, {"code": "G06T15/005", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/40", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/203", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/60", "inventive": true, "first": true, "tree": "[]"}]
Family ID: 91855984