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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. 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
    2. 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
    3. 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.

      1 reply 0 retweets 0 likes
    4. 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
    5. 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
    6. Eric Lengyel‏ @EricLengyel Feb 18
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      Replying to @raphlinus @batmansmk and

      It's not area calculation that causes minification problems. It's the need to account for arbitrary numbers of Bézier curves per pixel. There's also the requirement for dynamic polygon dilation so ensure that pixels near curve extrema are antialiased correctly at all scales.

      2 replies 0 retweets 2 likes
    7. Raph Levien‏ @raphlinus Feb 18
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      Replying to @EricLengyel @batmansmk and

      It sums exact-area calculation for all line segments, similar to Pathfinder 3 and font-rs (and libart before then). Right now it's flattening Bézier to lines on CPU, but I want to move that to GPU, using my new near-optimum flattening algorithm.

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

      Piet-metal is at heart a software renderer that happens to be running on GPU, as a compute kernel. It has little resemblance to Loop-Blinn or any other technique running in the rasterization pipeline (nor their performance and quality issues).

      1 reply 0 retweets 2 likes
    9. Eric Lengyel‏ @EricLengyel Feb 18
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      Replying to @raphlinus @batmansmk and

      When you say flattening, does that mean calculating a straight line inside a pixel's footprint? Am I correct in concluding that rendering text in a 3D environment (where glyph size and perspective could be changing at 60 fps) is not one of your design goals?

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

      Flattening just means converting to polyline (given a tolerance). Being able to animate glyph size (and variable font params) at 60fps is absolutely a goal (which is the main reason this needs to move to GPU), but for now 3D is not a major focus of mine.

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

      My flattening algorithm is kinda good, see https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html …. I have this working for cubic Béziers too (demo at https://levien.com/tmp/flatten.html …) but haven't written that up yet.

      9:22 PM - 18 Feb 2020
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      • 6d65 Yuri S Shane Celis 🔜 GDC Arthur Yidi priya joseph
      2 replies 1 retweet 4 likes
        1. New conversation
        2. Raph Levien‏ @raphlinus Feb 18
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          Replying to @raphlinus @EricLengyel and

          I'm also looking at using Green's Theorem to do per-pixel exact area on quadratic Béziers, but not sure yet whether that's a win compared with going through polyline first.

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

          So right now, is your compute shader basically running a conventional scan-line algorithm on a bunch of polylines and writing to multiple pixels in the same GPU thread?

          1 reply 0 retweets 0 likes
        4. 4 more replies
        1. Bat Bat eau‏ @batmansmk Feb 18
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          Replying to @raphlinus @EricLengyel and

          Putting glyphs in 3d space and later alias / render / fill the areas in 3d should give less aliasing than 2d text rendered reprojected in 3d.

          0 replies 0 retweets 0 likes
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