I’ve now implemented an all-GPU-compute pipeline in a Pathfinder branch, avoiding the rasterizer entirely (CPU still used for tiling). However, so far it seems that using compute shader to create vector tiles and the standard GPU rasterizer to composite them is fastest…
Sparse virtual texturing gets you an unbounded number of features per tile because you can just subdivide tiles as far as you need. This would be for static vector graphics only—the use case being text or texturing models in games, where you can bake during build time.
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One annoyance with SDF is that it encodes curves as axis aligned hyperbolas, which are not very flexible compared to Beziers. The speed and simplicity are great though...
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