--- /dev/null
+Equation \eqref{view-transformation} involves a division operation; in general, the result cannot be represented exactly in either a fixed or floating point format. However, if the coordinates involved are expressed as rational numbers, the result will always be exact.
+
+
+
+
+\begin{enumerate}
+ \item Store static object bounds, transform to view before rendering
+ \begin{itemize}
+ \item Straight foward approach
+ \item Causes the most obvious rounding errors; impossible to render objects accurately below epsilon
+ \item The transformation can be performed by the GPU or CPU; the GPU is restricted to floats
+ \item CPU can perform transformation to arbitrary precision, but this requires all object bounds to be expressed with arbitrary precision
+ \end{itemize}
+ \item Modify all object bounds, no transformation required before rendering
+ \begin{itemize}
+ \item The rounding error on floats does not accumulate as quickly
+ \item Instead of one division by a very small number there are repeated divisions by larger numbers
+ \item However, if the document is scaled so object bounds $\to 0$ then the object will not be recoverable
+ \item For arbitrary precision we still need to apply all bounds transformations on the GPU
+ \end{itemize}
+ \item Keep object bounds static to some intermediate object and transform the bounds of that object
+ \begin{itemize}
+ \item We have used SVG \verb/<path>/ to construct the intermediate objects; all beziers are relative to their parent path.
+ \item One could instead use the entire SVG bounds; however
+ for an SVG with a high level of detail this would have problems \rephrase{elaborate}.
+ \item We only need to apply some bounds transformations on the CPU
+ \item However as the document grows we still need to apply transformations to all paths, even those that are not visible
+ \end{itemize}
+ \item Quad tree
+ \begin{itemize}
+ \item Divide space up into a quad tree
+ \item Refer to David's stuff
+ \item The advantage over Path based transformations is that the bounds of objects which are not visible do not need to be recalculated
+ \end{itemize}
+
+\end{enumerate}
+
+