I think this trap applies to research, too. It’s way too easy to slip away from “what problem are people trying to solve?” to searching for applications to try to justify the line of research you’re already invested in for other reasons.https://twitter.com/mcclure111/status/1196565993050562561 …
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I’m always second-guessing what problem my work is trying to solve to try to avoid this trap. e.g. I’m currently skeptical most GPU vector graphics solutions are solving the right problem for *static* scenes (dynamic is a diff. story). The whole linked thread is excellent, BTW.
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Replying to @pcwalton
Care to elaborate? As the author of one of the most impressive gpu 2d renderers, this is interesting. Surely every dynamic scene is at least partially made of static ones, did you find its just not a significant part of the scene cost to justify the engineering?
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Replying to @imoldfella
I think rendering each frame from scratch isn’t tenable for static content. Even if you hit 60 FPS you’re spending too much power. And often times you want to spend time on other things (e.g. if your vector content is a game HUD you want to render the game, not the HUD).
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However, rendering vector content fast is still helpful, both because of dynamic content and because if your sparse virtual texture tiles are out of cache you want to page them in as fast as possible. So Pathfinder is definitely useful.
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