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raphlinus's profile
Raph Levien
Raph Levien
Raph Levien
@raphlinus

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Raph Levien

@raphlinus

Rust. Fonts. Graphics. Quaker. Independent. he/him

Berkeley, CA
levien.com
Joined May 2009

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    1. James Campbell‏ @jcampbell_05 Feb 18
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      Replying to @steipete

      I would actually love to know why it's done this way 😀

      2 replies 0 retweets 1 like
    2. Nick Lockwood‏ @nicklockwood Feb 18
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      Replying to @jcampbell_05 @steipete

      Why text is stored as a bitmap? Because rendering text from it's original vector representation is super-expensive and AFAIK can't yet be done perfectly in real-time on the gpu, so it makes sense to cache the result whenever practical.

      5 replies 0 retweets 34 likes
    3. Eric Lengyel‏ @EricLengyel Feb 18
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      Replying to @nicklockwood @jcampbell_05 @steipete

      A battle-tested method for *perfectly* rendering text from its original vector representation with high performance on the GPU has existed for about 3 years now. I gather from one of your later tweets that you've seen this now: http://sluglibrary.com 

      2 replies 1 retweet 9 likes
    4. Bat Bat eau‏ @batmansmk Feb 18
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      Replying to @EricLengyel @nicklockwood and

      Even if we cannot check Slug for ourselves, the approach of rendering text on the GPU is guaranteed to work, as @rikarends showed with makepad.

      1 reply 0 retweets 1 like
    5. James Campbell‏ @jcampbell_05 Feb 18
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      Replying to @batmansmk @EricLengyel and

      Interested to know what we’re the main challenges.

      2 replies 0 retweets 0 likes
    6. Bat Bat eau‏ @batmansmk Feb 18
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      Replying to @jcampbell_05 @EricLengyel and

      You mean the challenges of rendering fonts on the GPU? Makepad as far as I know draw glyph per glyph from an atlas. Slug is the only one to my knowledge to do 100% on the GPU side.

      2 replies 0 retweets 1 like
    7. Rik Arends‏ @rikarends Feb 18
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      Replying to @batmansmk @jcampbell_05 and

      The glyph atlas is gpu rendered. I used to use glyphy to render fonts but real gpu vectorrendering can be slow.

      2 replies 0 retweets 3 likes
    8. Eric Lengyel‏ @EricLengyel Feb 18
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      Replying to @rikarends @batmansmk and

      Real GPU vector rendering with high quality is very fast now that we have the Slug algorithm. It's about 25 times as fast as Glyphy, and it doesn't have Glyphy's artifacts. Times needed to completely fill 4K screens with text are on the order of tenths of a millisecond.

      1 reply 1 retweet 6 likes
    9. Bat Bat eau‏ @batmansmk Feb 18
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      Replying to @EricLengyel @rikarends and

      Woot! Is it cheap in terms of power as well?

      1 reply 0 retweets 1 like
    10. Eric Lengyel‏ @EricLengyel Feb 18
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      Replying to @batmansmk @rikarends and

      Haven't measured. If you keep re-rendering text, then probably not.

      1 reply 0 retweets 2 likes
      Raph Levien‏ @raphlinus Feb 18
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      Replying to @EricLengyel @batmansmk and

      The piet-metal algorithms will probably be similarly fast and high quality, and will be open source, but I haven't seriously started in on font rendering yet. Also Pathfinder 3 is up there.

      7:09 PM - 18 Feb 2020
      1 reply 0 retweets 0 likes
        1. New conversation
        2. Eric Lengyel‏ @EricLengyel Feb 18
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          Replying to @raphlinus @batmansmk and

          There are situations in which many approaches break down rather badly, but they’re largely ignored until you see the failure case. For example, most algorithms don’t handle minification well and thus have aliasing problems in 3D environments. Claims of quality are often oversold.

          1 reply 0 retweets 1 like
        3. Raph Levien‏ @raphlinus Feb 18
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          Replying to @EricLengyel @batmansmk and

          Both piet-metal and Pathfinder 3 do exact-area calculation, and don't depend on hardware for antialiasing. Also, piet-metal pays special attention to doing alpha blending in a linear color space. My goals include better quality than people currently expect.

          1 reply 0 retweets 2 likes
        4. 12 more replies

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