Live data from Hacker News

Viewing profile — mindbrix

mindbrix

HN member
Joined
Mon, Mar 16, 2020, 11:31 AM UTC
HN karma
192
Public activity
30 items

About mindbrix

No profile information was provided.

Recent public activity

  1. comment
    Comment #45147599

    Ruffle is cool. From pixel inspecting the demo, it looks like they are using triangle fans with stencil & cover + MSAA, which was how I started!

  2. comment
    Comment #45141311

    The depth buffer is used for opaque path interiors.

  3. comment
    Comment #45139695

    My original target was iOS, so this was unavailable. I did experiment with their algorithm, but 4x MSAA was slow and had poor quality compared to Core Graphics, which was my refere…

  4. comment
    Comment #45139127

    My email address is in every file ;-)

  5. comment
    Comment #45139102

    Drawing cached renders in quads is how Core Animation works, but they do not scale well. You are ultimately limited by the CPU. Rasterizer enables a fully-animated canvas @ 60fps.

  6. comment
    Comment #45137965

    The longer answer is that using straight-edged geometry to represent curves is a resolution-dependent operation, e.g. a full screen circle may need to be flattened to an 80-sided p…

  7. comment
    Comment #45137703

    Good question and answer ;-)

  8. comment
    Comment #45137404

    My reference renderer has been Core Graphics. If it looks like CG I assume it's OK - and if it's not OK I'm in good company ;-) You can switch between CG and Rasterizer in the demo…

  9. comment
    Comment #45137356

    Thanks, you imagine correctly ;-) The current version uses Metal. I haven't even considered GPU ports yet, as my methodology is to get it working well on one platform first. For si…

  10. comment
    Comment #45137335

    Thanks. I couldn't really say without doing proper research.

  11. comment
    Comment #45137307

    Rasterizer excels at animation and complex scenes, e.g. 2D CAD documents. The original inspiration was Flash, as I love innovative design tools. Flash 1.0 could easily be used by d…

  12. comment
    Comment #45137220

    The Rasterizer algorithm handles self-intersecting paths without issue. Removing them requires expensive and complex computation geometry.

  13. comment
    Comment #45137025

    I can't really answer that in detail yet. I suspect Rasterizer will be faster for complex scenes.

  14. comment
    Comment #45136955

    No magic, just 10+ years of experimentation and optimisation.

  15. comment
    Comment #45136943

    Linear at present.

  16. comment
    Comment #45136498

    The "traditional graphics pipeline" approach was chosen to maximise the platforms Rasterizer could run on, as GPU compute support at the time was patchy. Compute is now more univer…

  17. comment
    Comment #45136212

    Winding numbers are easy to explain, but hard to compute efficiently: https://en.wikipedia.org/wiki/Winding_number

  18. comment
    Comment #45136200

    The core problem is path winding: https://en.wikipedia.org/wiki/Winding_number Paths can be any size, and the problem is hard to parallelize. GPUs like stuff broken into small regu…

  19. comment
    Comment #45136148

    Slug is primarily designed for text rendering. Vello is general purpose, like Rasterizer, but is based on GPU compute. Rasterizer uses the 'traditional' GPU pipeline. Performance n…

  20. comment
    Comment #45136062

    No. I'm hoping someone else will do that ;-)

  21. comment
    Comment #45135995

    None of that yet. The underlying SVG library, nanosvg, is very simple with no text support. The first priority was to solve paths to pixels efficiently, including text (50,000 glyp…

  22. comment
    Comment #45135914

    Hi Steve. Yes, it is! 10+ years in the making.

  23. comment
    Comment #45090784

    Thanks for the feedback. I will work on one.

  24. comment
    Comment #45090554

    I've been working on this problem on and off for over 10 years. AMA ;-)

  25. story