On the subject of underappreciated GPU vector graphics papers: If you take the basic idea behind Valve-style SDFs for fonts—encode geometric information in the texture—and push it as far as you can, you get “Silhouette maps”, Sen 2004: https://graphics.stanford.edu/papers/silmap_tex/ …
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You could imagine pushing this further and encoding Bezier curves instead of just lines (Taubin shows how to estimate distance to a curve easily), and packing multiple curves into a single texel by spilling to a per-texel linked list.
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Anyway, I think something like silhouette maps is probably the most promising approach for static, baked vector graphics assets in 3D (including VR). For dynamic vector graphics, different story, of course—that’s where Pathfinder’s approach shines.
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