I highly suspect the fill rate gains you get from using DirectComposition/Core Animation for scrolling/zooming *static* vector graphics in 2D completely outweigh any gains from any fancy GPU vector rendering algorithm you could come up with in practice.
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In the real world, for static content you're competing against a system that caches tiles at various mip levels and interpolates somehow to zoom. It's almost impossible to beat that with a system that rerasterizes every frame, except on very specific content.
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So you either have to show that you can generate new tiles faster and that this matters on static content, or that your quality improvements can beat trilinear filtering. Both are hard, especially if your technique has high setup time.
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