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pcwalton's profile
Patrick Walton
Patrick Walton
Patrick Walton
@pcwalton

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Patrick Walton

@pcwalton

Research engineer at Mozilla

San Francisco, CA
pcwalton.github.io
Joined November 2009

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    1. Patrick Walton‏ @pcwalton 30 Sep 2019
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      My general feeling nowadays is that vector graphics is not particularly complex to do on GPU, and the biggest obstacle to shipping it is the temptation to overcomplicate it.

      1 reply 0 retweets 16 likes
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    2. Patrick Walton‏ @pcwalton 30 Sep 2019
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      (This isn’t intended to subtweet compute shader based approaches. Some of those are actually quite simple.)

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    3. Patrick Walton‏ @pcwalton 30 Sep 2019
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      It’s humbling, but we need to remember that Valve style signed distance fields still rule the day for text rendering for example—not because they’re the fastest, or the highest quality, but because they’re simple.

      1 reply 0 retweets 5 likes
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    4. Warren Moore‏ @warrenm 30 Sep 2019
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      Replying to @pcwalton

      In your opinion, do recent changes in the patent landscape affect this calculus?

      1 reply 0 retweets 0 likes
    5. Patrick Walton‏ @pcwalton 30 Sep 2019
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      Replying to @warrenm

      Not really, as far as I’m aware.

      1 reply 0 retweets 0 likes
    6. Warren Moore‏ @warrenm 30 Sep 2019
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      Replying to @pcwalton

      Pardon if I’m mischaracterizing anything here, but while I have your attention, do you still endorse the slim trapezoidization approach you took with Pathfinder 2 as the best tack on the problem?

      1 reply 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 30 Sep 2019
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      Replying to @warrenm

      Sometimes! I think there are basically 3 shippable approaches. 1. Tiling (Pathfinder 3/Spinel/piet-metal). Offers rendering algorithm flexibility; good for dynamic content. 2. Tessellation (PF2/Lyon). Nice and simple for static content. 3. SDF. Quick 80% solution for text.

      9:54 PM - 30 Sep 2019
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      • Warren Moore inermat Patrick Smith 山猫 tuan kuranes
      2 replies 0 retweets 5 likes
        1. New conversation
        2. Patrick Walton‏ @pcwalton 30 Sep 2019
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          Replying to @pcwalton @warrenm

          If you’re going to do tessellation, I like trapezoidation as it’s fast and simple. (Not just me! Direct2D does it for example.) It’s very tempting to overcomplicate tessellation and you will always drown in floating point bugs if you do. Keep it simple :)

          1 reply 0 retweets 1 like
        3. Max Burke‏ @m18e 1 Oct 2019
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          Replying to @pcwalton @warrenm

          Max Burke Retweeted Eric Lengyel

          Have you seen @EricLengyel's Slug library? (This thread popped up at the same time in my timeline as https://twitter.com/EricLengyel/status/1178880702265225217 … )

          Max Burke added,

          Eric Lengyel @EricLengyel
          After optimizing the geometry a little, this diagram renders in 1.74 ms on a GeForce GTX 1060. The rendering time on an RTX 2080 is 0.83 ms at the same size (filling a 4K screen). https://twitter.com/EricLengyel/status/1178824967418347520 …
          1 reply 0 retweets 0 likes
        4. 1 more reply
        1. Warren Moore‏ @warrenm 30 Sep 2019
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          Replying to @pcwalton

          Thanks, I deeply appreciate the replies.

          0 replies 0 retweets 1 like
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