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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 Apr 17
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      • Report NetzDG Violation

      Myth: Vector graphics on GPU is hard because GPUs only know how to draw triangles, not curves. In fact, anyone who has touched a pixel shader in Unity can make a GPU draw a filled circle…

      1 reply 12 retweets 75 likes
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    2. Patrick Walton‏ @pcwalton Apr 17
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      Rather, vector graphics on GPU is hard because GPUs don’t know how to draw filled *polygons*. That’s because fill rules are inherently sequential: whether a pixel is filled depends on every pixel before it in the scanline.

      2 replies 5 retweets 43 likes
      Show this thread
    3. Alan Wolfe‏ @Atrix256 Apr 17
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      Replying to @pcwalton

      (Signed) distance fields are a different way of approaching this. Fill a pixel where distance is negative, small distances are used for anti aliasing by eg making the edges fade to transparency. They have different problems though, not a panacea :)

      2 replies 1 retweet 2 likes
    4. Patrick Walton‏ @pcwalton Apr 17
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      Replying to @Atrix256

      Yeah, I addressed SDF in the next tweet: drawing the SDF is essentially equivalent to drawing paths on CPU.

      1 reply 0 retweets 1 like
    5. Alan Wolfe‏ @Atrix256 Apr 17
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      Replying to @pcwalton

      Oh sorry i was talking about continuous SDFs, like not made into a texture. A pixel is able to take a discrete sample of the continuous SDF and reconstruct.

      1 reply 0 retweets 1 like
    6. Patrick Walton‏ @pcwalton Apr 17
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      Replying to @Atrix256

      Oh, you mean something like constructing a voronoi diagram for edges and encoding distance to edge in each voronoi region?

      1 reply 0 retweets 0 likes
    7. Alan Wolfe‏ @Atrix256 Apr 17
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      Replying to @pcwalton

      Like mathematically defining some 2d shapes, possibly doing domain distortion (modify x values in strange ways), using modulus to repeat the shapes, and operations to combine the influence of multiple distance fields. Its not good for drawing text, but lemme grab a shadertoy rq.

      2 replies 0 retweets 2 likes
      Patrick Walton‏ @pcwalton Apr 17
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      Replying to @Atrix256

      Ah, I see, that’s cool! Not really relevant for <canvas>/SVG/text which are all about beziergon meshes though

      5:43 PM - 17 Apr 2020
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Sebastian Sylvan‏ @ssylvan Apr 17
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          Replying to @pcwalton @Atrix256

          This looks relevant: https://www.shadertoy.com/view/Mlj3zD  Compute SDF from bezier, evaluate per pixel.

          2 replies 0 retweets 2 likes
        3. Patrick Walton‏ @pcwalton Apr 17
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          Replying to @ssylvan @Atrix256

          (1) This is exactly my point: drawing curves on GPU is easy. It’s drawing *polygons* (or beziergons) that is hard. (2) There’s a much more efficient way to draw cubic beziers, as shown by Taubin, “Distance approximations for rasterizing implicit curves” 1994

          1 reply 0 retweets 6 likes
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