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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. VectorGL‏ @Vector_GL 9 Apr 2018
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      Replying to @SasMaster1980 @mrdoob and

      It looks very good, but I need a constrained Delaunay triangulation solution. I also use libTess for its robust boundary contour operations for clipping and booleans.

      3 replies 0 retweets 0 likes
    2. Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @Vector_GL @SasMaster1980 and

      For what it’s worth, I like the libtess approach of monotone polygon decomposition a lot better than ear clipping. I just have an engineer’s bias toward simplicity, which is why I like trapezoidation :)

      1 reply 0 retweets 0 likes
    3. VectorGL‏ @Vector_GL 9 Apr 2018
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      Replying to @pcwalton @SasMaster1980 and

      libTess is academically impeccable - but it produces a lot of tall very skinny triangles due to the horizontal sweepline.

      2 replies 0 retweets 0 likes
    4. Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @Vector_GL @SasMaster1980 and

      Ditto with trapezoidation. In fact I believe trapezoidation plus monotone polygon decomposition is *equivalent* to the libtess approach.

      1 reply 0 retweets 0 likes
    5. Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @pcwalton @Vector_GL and

      In other words: Lorenzetto trapezoidation is half of libtess. The problem I had is that monotone polygon decomposition is really hard to make work, maybe impossible, while preserving curves. So I just threw that part out. End result: A simple approach.

      3 replies 0 retweets 0 likes
    6. VectorGL‏ @Vector_GL 9 Apr 2018
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      Replying to @pcwalton @SasMaster1980 and

      I suppose Pathfinder has to deal with a lot of skinny horizontal triangles instead ;-) At one stage I considered a post triangulation merging algorithm.

      1 reply 0 retweets 0 likes
    7. Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @Vector_GL @SasMaster1980 and

      Yep, it does have a lot of skinny triangles. But I’m willing to accept that drawback because it’s so simple. I want to ship and have the code be maintainable :)

      2 replies 0 retweets 0 likes
    8. VectorGL‏ @Vector_GL 9 Apr 2018
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      Replying to @pcwalton @SasMaster1980 and

      Also, I’ve yet to find a triangulation solution that has acceptable latency. I can run my fat scanline algorithm is a few ms. Triangulation can easily take 10x longer. All those linked lists are so cache hostile.

      2 replies 0 retweets 0 likes
    9. Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @Vector_GL @SasMaster1980 and

      Yep, same results here! I actually removed the red-black tree I was originally using for the active edge list. The resulting O(n^2 log n) algorithm is actually faster in practice than the O(n log n) one.

      1 reply 0 retweets 0 likes
    10. Michael IV‏ @SasMaster1980 9 Apr 2018
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      Replying to @pcwalton @Vector_GL and

      You guys over complicating everything ;) for text rendering I tried @EricLengyel and I won't spend my time from now on reinventing the wheel. For shapes loop blinn + kojojima mix is simple, fast and robust for absolutely most of real world use cases.

      2 replies 0 retweets 0 likes
      Patrick Walton‏ @pcwalton 9 Apr 2018
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      Replying to @SasMaster1980 @Vector_GL and

      Well, Pathfinder’s approach is simpler than that of Slug. See the shader: https://github.com/pcwalton/pathfinder/blob/master/shaders/gles2/stencil-aaa.fs.glsl …

      11:31 AM - 9 Apr 2018 from Civic Center Tenderloin, San Francisco
      1 reply 0 retweets 0 likes
        1. Michael IV‏ @SasMaster1980 9 Apr 2018
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          Replying to @pcwalton @Vector_GL and

          Yeah, but why Rust? ;) I actually have been following your work, but I have no plans to adopt or port from Rust at the moment. Maybe some good people with lots of free time will eventually do it.

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