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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 23
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      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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    2. Patrick Walton‏ @pcwalton Apr 23
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      Nice results for static vector textures. I think if you pushed on this idea you could get very nice vectors in 3D with minimal overhead over Valve-style SDF. Downside is that it’s static only, not really suitable for dynamic vector graphics.pic.twitter.com/kIo9E2jgKQ

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      Patrick Walton‏ @pcwalton Apr 23
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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.

      1:45 PM - 23 Apr 2020
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      4 replies 0 retweets 10 likes
        1. Patrick Walton‏ @pcwalton Apr 23
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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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        2. Per Vognsen‏ @pervognsen Apr 28
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          Replying to @pcwalton

          I assume you know the existing work in this area? E.g. vector textures based on biarc splines are my favorite variation: https://cs.uwaterloo.ca/research/tr/2007/CS-2007-41.pdf …

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        3. Per Vognsen‏ @pervognsen Apr 28
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          Replying to @pervognsen @pcwalton

          The most annoying issue with vector textures has always seemed to be minification. You end up having to do a nontrivial geometric simplification problem unless you're okay with an insane per-pixel rendering cost.

          1 reply 0 retweets 1 like
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        1. ollj‏ @ollj Apr 23
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          Replying to @pcwalton

          You can extend/generalize a voronoi diagram (constrained by a rectangular modulo lattice for peformance), by not having one DistanceToPoint per rectangle, but by having DistanceToQuadraticSpline2d per rectangle, and have 4 rectangles overlap with 50% kerning over 2 domains.

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        1. ollj‏ @ollj Apr 23
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          Replying to @pcwalton

          Google image search "gereralized voronoi" and you may just end up in the foldAndCut theorem with motorcycleGraphs , and all its open questions for some lacking general proofs.

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