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15 KiB

Two-point Conical Gradient

(Please refresh the page if you see a lot of dollars instead of math symbols.)

We present a fast shading algorithm (compared to bruteforcely solving the quadratic equation of gradient t) for computing the two-point conical gradient (i.e., createRadialGradient in spec). It reduced the number of multiplications per pixel from ~10 down to 3, and brought a speedup of up to 26% in our nanobenches.

This document has 3 parts:

  1. Problem Statement and Setup
  2. Algorithm
  3. Appendix

Part 1 and 2 are self-explanatory. Part 3 shows how to geometrically proves our Theorem 1 in part 2; it's more complicated but it gives us a nice picture about what's going on.

Problem Statement and Setup

Let two circles be C_0, r_0 and C_1, r_1 where C is the center and r is the radius. For any point P = (x, y) we want the shader to quickly compute a gradient t \in \mathbb R such that $p$ is on the linearly interpolated circle with center C_t = (1-t) \cdot C_0 + t \cdot C_1 and radius r_t = (1-t) \cdot r_0 + t \cdot r_1 > 0 (note that radius r_t has to be positive). If there are multiple (at most 2) solutions of t, choose the bigger one.

There are two degenerated cases:

  1. C_0 = C_1 so the gradient is essentially a simple radial gradient.
  2. r_0 = r_1 so the gradient is a single strip with bandwidth 2 r_0 = 2 r_1.

They are easy to handle so we won't cover them here. From now on, we assume C_0 \neq C_1 and $r_0 \neq r_1$.

As r_0 \neq r_1, we can find a focal point C_f = (1-f) \cdot C_0 + f \cdot C_1 where its corresponding linearly interpolated radius r_f = (1-f) \cdot r_0 + f \cdot r_1 = 0. Solving the latter equation gets us f = r_0 / (r_0 - r_1).

As C_0 \neq C_1, focal point C_f is different from C_1 unless r_1 = 0. If r_1 = 0, we can swap C_0, r_0 with C_1, r_1, compute swapped gradient t_s as if r_1 \neq 0, and finally set t = 1 - t_s. The only catch here is that with multiple solutions of t_s, we shall choose the smaller one (so t could be the bigger one).

Assuming that we've done swapping if necessary so C_1 \neq C_f, we can then do a linear transformation to map C_f, C_1 to (0, 0), (1, 0). After the transformation:

  1. All centers C_t = (x_t, 0) must be on the x axis
  2. The radius r_t is x_t r_1.
  3. Given x_t , we can derive t = f + (1 - f) x_t

From now on, we'll focus on how to quickly computes x_t. Note that r_t > 0 so we're only interested positive solution x_t. Again, if there are multiple x_t solutions, we may want to find the bigger one if 1 - f > 0, and smaller one if 1 - f < 0, so the corresponding t is always the bigger one (note that f \neq 1, otherwise we'll swap C_0, r_0 with C_1, r_1).

Algorithm

Theorem 1. The solution to x_t is

  1. \frac{x^2 + y^2}{(1 + r_1) x} = \frac{x^2 + y^2}{2 x} if r_1 = 1
  2. \left(\sqrt{(r_1^2 - 1) y ^2 + r_1^2 x^2} - x\right) / (r_1^2 - 1) if r_1 > 1
  3. \left(\pm \sqrt{(r_1^2 - 1) y ^2 + r_1^2 x^2} - x\right) / (r_1^2 - 1) if r_1 < 1.

Case 2 always produces a valid x_t. Case 1 and 3 requires x > 0 to produce valid x_t > 0. Case 3 may have no solution at all if (r_1^2 - 1) y^2 + r_1^2 x^2 < 0.

Proof. Algebriacally, solving the quadratic equation (x_t - x)^2 + y^2 = (x_t r_1)^2 and eliminate negative x_t solutions get us the theorem.

Alternatively, we can also combine Corollary 2., 3., and Lemma 4. in the Appendix to geometrically prove the theorem. \square

Theorem 1 by itself is not sufficient for our shader algorithm because:

  1. we still need to compute t from x_t (remember that t = f + (1-f) x_t);
  2. we still need to handle cases of choosing the bigger/smaller x_t;
  3. we still need to handle the swapped case (we swap C_0, r_0 with C_1, r_1 if r_1 = 0);
  4. there are way too many multiplications and divisions in Theorem 1 that would slow our shader.

Issue 2 and 3 are solved by generating different shader code based on different situations. So they are mainly correctness issues rather than performance issues. Issue 1 and 4 are performance critical, and they will affect how we handle issue 2 and 3.

The key to handle 1 and 4 efficiently is to fold as many multiplications and divisions into the linear transformation matrix, which the shader has to do anyway (remember our linear transformation to map C_f, C_1 to (0, 0), (1, 0)).

For example, let \hat x, \hat y = |1-f|x, |1-f|y. Computing \hat x_t with respect to $\hat x, \hat y$ allow us to have t = f + (1 - f)x_t = f + \text{sign}(1-f) \cdot \hat x_t. That saves us one multiplication. Applying similar techniques to Theorem 1 gets us:

  1. If r_1 = 1, let x' = x/2,~ y' = y/2, then x_t = (x'^2 + y'^2) / x'.
  2. If r_1 > 1, let x' = r_1 / (r_1^2 - 1) x,~ y' = \frac{\sqrt{r_1^2 - 1}}{r_1^2 - 1} y, then x_t = \sqrt{x'^2 + y'^2} - x' / r_1
  3. If r_1 < 1, let x' = r_1 / (r_1^2 - 1) x,~ y' = \frac{\sqrt{1 - r_1^2}}{r_1^2 - 1} y, then x_t = \pm\sqrt{x'^2 - y'^2} - x' / r_1

Combining it with the swapping, the equation t = f + (1-f) x_t, and the fact that we only want positive x_t > 0 and bigger t, we have our final algorithm:

Algorithm 1.

  1. Let C'_0, r'_0, C'_1, r'_1 = C_0, r_0, C_1, r_1 if there is no swapping and $C'_0, r'_0, C'_1, r'_1 = C_1, r_1, C_0, r_0$ if there is swapping.

  2. Let f = r'_0 / (r'_0 - r'_1) and 1 - f = r'_1 / (r'_1 - r'_0)

  3. Let x' = x/2,~ y' = y/2 if r_1 = 1, and x' = r_1 / (r_1^2 - 1) x,~ y' = \sqrt{|r_1^2 - 1|} / (r_1^2 - 1) y if r_1 \neq 1

  4. Let \hat x = |1 - f|x', \hat y = |1 - f|y'

  5. If r_1 = 1, let \hat x_t = (\hat x^2 + \hat y^2) / \hat x

  6. If r_1 > 1, let \hat x_t = \sqrt{\hat x^2 + \hat y^2} - \hat x / r_1

  7. If r_1 < 1

  8. return invalid if \hat x^2 - \hat y^2 < 0

  9. let \hat x_t = -\sqrt{\hat x^2 - \hat y^2} - \hat x / r_1 if we've swapped r_0, r_1, or if 1 - f < 0

  10. let \hat x_t = \sqrt{\hat x^2 - \hat y^2} - \hat x / r_1 otherwise

  11. t is invalid if \hat x_t < 0 (this check is unnecessary if r_1 > 1)

  12. Let t = f + \text{sign}(1 - f) \hat x_t

  13. If swapped, let t = 1 - t

In step 7, we try to select either the smaller or bigger \hat x_t based on whether the final $t$ has a negative or positive relationship with \hat x_t. It's negative if we've swapped, or if \text{sign}(1 - f) is negative (these two cannot both happen).

Note that all the computations and if decisions not involving \hat x, \hat y can be precomputed before the shading stage. The two if decisions \hat x^2 - \hat y^2 < 0 and \hat x^t < 0 can also be omitted by precomputing the shading area that never violates those conditions.

The number of operations per shading is thus:

  • 1 addition, 2 multiplications, and 1 division if r_1 = 1
  • 2 additions, 3 multiplications, and 1 sqrt for r_1 \neq 1 (count substraction as addition; dividing r_1 is multiplying 1/r_1)
  • 1 more addition operation if f \neq 0
  • 1 more addition operation if swapped.

In comparison, for r_1 \neq 1 case, our current raster pipeline shading algorithm (which shall hopefully soon be upgraded to the algorithm described here) mainly uses formula $$t = 0.5 \cdot (1/a) \cdot \left(-b \pm \sqrt{b^2 - 4ac}\right) It precomputes $a = 1 - (r_1 - r_0)^2, 1/a, r1 - r0$. Number b = -2 \cdot (x + (r1 - r0) \cdot r0) costs 2 multiplications and 1 addition. Number c = x^2 + y^2 - r_0^2 costs 3 multiplications and 2 additions. And the final t costs 5 more multiplications, 1 more sqrt, and 2 more additions. That's a total of 5 additions, 10 multiplications, and 1 sqrt. (Our algorithm has 2-4 additions, 3 multiplications, and 1 sqrt.) Even if it saves the 0.5 \cdot (1/a), 4a, r_0^2 and (r_1 - r_0) r_0 multiplications, there are still 6 multiplications. Moreover, it sends in 4 unitofmrs to the shader while our algorithm only needs 2 uniforms (1/r_1 and f).

Appendix

Lemma 1. Draw a ray from C_f = (0, 0) to P = (x, y). For every intersection points P_1 between that ray and circle C_1 = (1, 0), r_1, there exists an $x_t$ that equals to the length of segment C_f P over length of segment C_f P_1. That is, x_t = || C_f P || / ||C_f P_1||

Proof. Draw a line from P that's parallel to C_1 P_1. Let it intersect with $x$-axis on point C = (x', y').

Triangle \triangle C_f C P is similar to triangle \triangle C_f C_1 P_1. Therefore ||P C|| = ||P_1 C_1|| \cdot (||C_f C|| / ||C_f C_1||) = r_1 x'. Thus x' is a solution to x_t. Because triangle \triangle C_f C P and triangle \triangle C_f C_1 P_1 are similar, $x' = ||C_f C_1|| \cdot (||C_f P|| / ||C_f P_1||) = ||C_f P|| / ||C_f P_1||$. \square

Lemma 2. For every solution x_t, if we extend/shrink segment C_f P to C_f P_1 with ratio 1 / x_t (i.e., find P_1 on ray C_f P such that ||C_f P_1|| / ||C_f P|| = 1 / x_t), then P_1 must be on circle C_1, r_1.

Proof. Let C_t = (x_t, 0). Triangle \triangle C_f C_t P is similar to C_f C_1 P_1. Therefore ||C_1 P_1|| = r_1 and P_1 is on circle C_1, r_1. \square

Corollary 1. By lemma 1. and 2., we conclude that the number of solutions x_t is equal to the number of intersections between ray C_f P and circle C_1, r_1. Therefore

  • when r_1 > 1, there's always one unique intersection/solution; we call this "well-behaved"; this was previously known as the "inside" case;
  • when r_1 = 1, there's either one or zero intersection/solution (excluding C_f which is always on the circle); we call this "focal-on-circle"; this was previously known as the "edge" case;
  • when r_1 < 1, there may be 0, 1, or 2 solutions; this was also previously as the "outside" case.

Lemma 3. When solution exists, one such solution is


    x_t = {|| C_f P || \over ||C_f P_1||} = \frac{x^2 + y^2}{x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}}

Proof. As C_f = (0, 0), P = (x, y), we have ||C_f P|| = \sqrt(x^2 + y^2). So we'll mainly focus on how to compute ||C_f P_1||.

When x \geq 0:

Let X_P = (x, 0) and H be a point on C_f P_1 such that C_1 H is perpendicular to $C_1 P_1$. Triangle \triangle C_1 H C_f is similar to triangle \triangle P X_P C_f. Thus

||C_f H|| = ||C_f C_1|| \cdot (||C_f X_P|| / ||C_f P||) = x / \sqrt{x^2 + y^2}
||C_1 H|| = ||C_f C_1|| \cdot (||P X_P|| / ||C_f P||) = y / \sqrt{x^2 + y^2}

Triangle \triangle C_1 H P_1 is a right triangle with hypotenuse r_1. Hence

 ||H P_1|| = \sqrt{r_1^2 - ||C_1 H||^2} = \sqrt{r_1^2 - y^2 / (x^2 + y^2)} 

We have \begin{align} ||C_f P_1|| &= ||C_f H|| + ||H P_1|| \\\ &= x / \sqrt{x^2 + y^2} + \sqrt{r_1^2 - y^2 / (x^2 + y^2)} \\\ &= \frac{x + \sqrt{r_1^2 (x^2 + y^2) - y^2}}{\sqrt{x^2 + y^2}} \\\ &= \frac{x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}}{\sqrt{x^2 + y^2}} \end{align}

When x < 0:

Define X_P and H similarly as before except that now H is on ray P_1 C_f instead of C_f P_1.

As before, triangle \triangle C_1 H C_f is similar to triangle \triangle P X_P C_f, and triangle \triangle C_1 H P_1 is a right triangle, so we have

||C_f H|| = ||C_f C_1|| \cdot (||C_f X_P|| / ||C_f P||) = -x / \sqrt{x^2 + y^2}
||C_1 H|| = ||C_f C_1|| \cdot (||P X_P|| / ||C_f P||) = y / \sqrt{x^2 + y^2}
 ||H P_1|| = \sqrt{r_1^2 - ||C_1 H||^2} = \sqrt{r_1^2 - y^2 / (x^2 + y^2)} 

Note that the only difference is changing x to -x because x is negative.

Also note that now ||C_f P_1|| = -||C_f H|| + ||H P_1|| and we have -||C_f H|| instead of ||C_f H||. That negation cancels out the negation of -x so we get the same equation of ||C_f P_1|| for both x \geq 0 and x < 0 cases:


    ||C_f P_1|| = \frac{x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}}{\sqrt{x^2 + y^2}}

Finally


    x_t = \frac{||C_f P||}{||C_f P_1||} = \frac{\sqrt{x^2 + y^2}}{||C_f P_1||}
        = \frac{x^2 + y^2}{x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}}
$$ $\square$

**Corollary 2.** If $r_1 = 1$, then the solution $x_t = \frac{x^2 + y^2}{(1 + r_1) x}$, and
it's valide (i.e., $x_t > 0$) iff $x > 0$.

*Proof.* Simply plug $r_1 = 1$ into the formula of Lemma 3. $\square$

**Corollary 3.** If $r_1 > 1$, then the unique solution is
$x_t = \left(\sqrt{(r_1^2 - 1) y ^2 + r_1^2 x^2}  - x\right) / (r_1^2 - 1)$.

*Proof.* From Lemma 3., we have

\begin{align}
    x_t &= \frac{x^2 + y^2}{x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}} \\\\\\
        &=  {
                (x^2 + y^2) \left ( -x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2} \right )
            \over
                \left (x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2} \right )
                \left (-x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2} \right )
            } \\\\\\
        &=  {
                (x^2 + y^2) \left ( -x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2} \right )
            \over
                -x^2 + (r_1^2 - 1) y^2 + r_1^2 x^2
            } \\\\\\
        &=  {
                (x^2 + y^2) \left ( -x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2} \right )
            \over
                (r_1^2 - 1) (x^2 + y^2)
            } \\\\\\
        &=  \left(\sqrt{(r_1^2 - 1) y ^2 + r_1^2 x^2}  - x\right) / (r_1^2 - 1)
\end{align}

The transformation above (multiplying $-x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}$ to enumerator and
denomenator) is always valid because $r_1 > 1$ and it's the unique solution due to Corollary 1.
$\square$

**Lemma 4.** If $r_1 < 1$, then

1. there's no solution to $x_t$ if $(r_1^2 - 1) y^2 + r_1^2 x^2 < 0$
2. otherwise, the solutions are
    $x_t = \left(\sqrt{(r_1^2 - 1) y ^2 + r_1^2 x^2}  - x\right) / (r_1^2 - 1)$,
    or
    $x_t = \left(-\sqrt{(r_1^2 - 1) y ^2 + r_1^2 x^2}  - x\right) / (r_1^2 - 1)$.

(Note that solution $x_t$ still has to be nonnegative to be valid; also note that
$x_t > 0 \Leftrightarrow x > 0$ if the solution exists.)

*Proof.* Case 1 follows naturally from Lemma 3. and Corollary 1.

<img src="conical/lemma4.svg"/>

For case 2, we notice that $||C_f P_1||$ could be

1. either $||C_f H|| + ||H P_1||$ or $||C_f H|| - ||H P_1||$ if $x \geq 0$,
2. either $-||C_f H|| + ||H P_1||$ or $-||C_f H|| - ||H P_1||$ if $x < 0$.

By analysis similar to Lemma 3., the solution to $x_t$ does not depend on the sign of $x$ and
they are either $\frac{x^2 + y^2}{x + \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}}$
or $\frac{x^2 + y^2}{x - \sqrt{(r_1^2 - 1) y^2 + r_1^2 x^2}}$.

As $r_1 \neq 1$, we can apply the similar transformation in Corollary 3. to get the two
formula in the lemma.
$\square$