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.
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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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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.
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Replying to @pcwalton
In your opinion, do recent changes in the patent landscape affect this calculus?
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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?
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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.
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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 :)
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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,
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Yes. I'm pretty confident in Pathfinder 3/Piet-metal/Spinel's approach (they're all variations on the same idea), but it's great to see more experimentation in this space!
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