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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 12 Jul 2017
      • Report Tweet
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      Replying to @nothings @iainmerrick

      I’ve found that tessellation ends up faster for that case, if you defer Bezier sampling to vertex shaders. Tess shaders are even better.

      2 replies 0 retweets 2 likes
    2. Sean Barrett‏ @nothings 12 Jul 2017
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      Replying to @pcwalton @iainmerrick

      Antialiasing that is problematic in most environments I have experience in.

      1 reply 0 retweets 0 likes
    3. Patrick Walton‏ @pcwalton 12 Jul 2017
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      Replying to @nothings @iainmerrick

      You can do analytic antialiasing using the trapezoidal coverage algorithm and conservative rasterization.

      2 replies 0 retweets 0 likes
    4. Patrick Walton‏ @pcwalton 12 Jul 2017
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      Replying to @pcwalton @nothings @iainmerrick

      Granted it’s significantly more work, so SDFs are a win in simplicity.

      1 reply 0 retweets 0 likes
    5. Sean Barrett‏ @nothings 12 Jul 2017
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      Replying to @pcwalton @iainmerrick

      Conservative rasterization is not guaranteed available in environments I work in.

      1 reply 0 retweets 0 likes
    6. Patrick Walton‏ @pcwalton 12 Jul 2017
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      Replying to @nothings @iainmerrick

      https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter42.html … :)

      1 reply 0 retweets 1 like
    7. Patrick Walton‏ @pcwalton 12 Jul 2017
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      Replying to @pcwalton @nothings @iainmerrick

      Anyway I don’t mean to bash your work; it’s *great* to finally see an analytic SDF rasterizer. There are just lots of tradeoffs here…

      1 reply 0 retweets 1 like
    8. Sean Barrett‏ @nothings 12 Jul 2017
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      Replying to @pcwalton @iainmerrick

      I not only never said it was good for everything, I never said it was good for anything!

      2 replies 0 retweets 0 likes
    9. Sean Barrett‏ @nothings 12 Jul 2017
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      Replying to @nothings @pcwalton @iainmerrick

      Iain in particular works on text-heavy mobile games, though, so his comment that you replied to had that context.

      1 reply 0 retweets 0 likes
    10. Iain Merrick‏ @iainmerrick 12 Jul 2017
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      Replying to @nothings @pcwalton

      It’s funny to say things like “almost perfect for all applications” and then to be reminded that some people don’t even work on games :)

      1 reply 0 retweets 3 likes
      Patrick Walton‏ @pcwalton 12 Jul 2017
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      Replying to @iainmerrick @nothings

      Web browsers have grown to encompass pretty much every field of software development. It’s the best and worst thing about working on them :)

      3:27 PM - 12 Jul 2017
      • 1 Like
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        2. Iain Merrick‏ @iainmerrick 13 Jul 2017
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          Replying to @pcwalton @nothings

          I was skeptical about MSDF, seemed like it needs big textures, only makes a difference at huge font sizes and probably worse at small sizes…

          1 reply 0 retweets 0 likes
        3. Iain Merrick‏ @iainmerrick 13 Jul 2017
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          Replying to @iainmerrick @pcwalton @nothings

          …but when I tried it, small text looks OK! And 64x64 glyphs seem OK for Latin fonts so I could maybe fit all my fonts in one 2K texture. Huh

          1 reply 0 retweets 0 likes
        4. 6 more replies
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        2. Philippe Rollin‏ @prollin 13 Jul 2017
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          Replying to @pcwalton @iainmerrick @nothings

          What are browser doing these days? different path for small and large text?

          1 reply 0 retweets 0 likes
        3. Patrick Walton‏ @pcwalton 13 Jul 2017
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          Replying to @prollin @iainmerrick @nothings

          Everything is rasterized on CPU, largely because of antialiasing quality concerns. I’m aiming to change that :)

          1 reply 0 retweets 0 likes
        4. 10 more replies

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