(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 :)
It’s not actually a different approach if you squint—Massively Parallel Vector Graphics is kind of the same idea. But generating the analytic SDF for arbitrary beziergons requires that you compute the winding numbers. No free lunch :)
-
-
Yeah, and likewise you wouldn't render a AAA games skeletally animated mesh this way either. But, if you're making a new 2D library where you're compositing boxes and curves and such and you want super neat ways of blending and transforming them, an analytic SDF lib could be cool
-
Note that active edge lists are basically 1D SDFs :)
End of conversation
New conversation -
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.