A work-in-progress implementation of vector textures via sparse virtual texturing. This allows an SVG to be used as a texture for any mesh at effectively infinite resolution without using much GPU memory.pic.twitter.com/tS57hAuIgz
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I’m increasingly thinking that vector textures could be a really useful way to keep GPU memory usage down in general. Interesting to contrast with texture compression. Compression solves the problem of texture memory usage “head-on”; vectors route around the problem.
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Replying to @pcwalton
Have you seen Android's 9-patch images? I learned about them just last week, feels very similar:https://developer.android.com/studio/write/draw9patch …
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Replying to @TedMielczarek @pcwalton
But in general, looking at the image resources of any modern mobile app is distressing. Multiple resolutions of every image up to ridiculously huge for retina displays. Vector graphics would be so much better!
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Replying to @TedMielczarek
Agreed. Also thinking games and VR apps would benefit.
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Replying to @pcwalton @TedMielczarek
Another approach I saw (used in Lightwave) was procedural textures (like a shader before GPUs (or I) knew what those were).
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Replying to @Paul_Bone @pcwalton
Demo scene folks have (unsurprisingly) taken this concept and run with it:http://www.ctrl-alt-test.fr/2018/texturing-in-a-64kb-intro/ …
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Replying to @TedMielczarek @Paul_Bone
The difference is that sparse virtual texturing is on-demand. Traditional procedural generation only generates a fixed set of texture sizes up front and then renders with them. Virtual texturing inverts the flow: the renderer asks for texture tiles “just in time”.
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My contribution is to add infinite zoom, so there’s no need for a fixed set of sizes.
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Replying to @pcwalton @Paul_Bone
This sounds like a super interesting avenue for exploration!
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