Good stuff. Speaking of rendering text glyphs on the GPU, there's a really clever trick(commonly called loop-blinn, from the two authors): https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch25.... You can pretty much just use the existing bezier control points from TTF as-is which is really nice.
If only it were as simple as just using Loop-Blinn. :) The technique described there will produce unacceptably bad antialiasing for body text. Loop-Blinn is fine if you want fast rendering with medium quality antialiasing, though. (Incidentally, it's better to just use supersampling or MLAA-style antialiasing with Loop-Blinn and not try to do the fancy shader-based AA described in that article.) Additionally, the ori…
The web at maximum FPS: How WebRender gets rid of jank
21–30 of 212 posts
Re: The web at maximum FPS: How WebRender gets rid of jank
#22Now that this is closer to shipping, I'm curious what impact this would have on battery life. On the one hand, this is lighting up more silicon; on the other hand: a faster race to sleep, perhaps? Have there been any measurements on what the end result is on a typical modern laptop?
Re: The web at maximum FPS: How WebRender gets rid of jank
#23Earlier quoted context omitted.
If only it were as simple as just using Loop-Blinn. :) The technique described there will produce unacceptably bad antialiasing for body text. Loop-Blinn is fine if you want fast rendering with medium quality antialiasing, though. (Incidentally, it's better to just use supersampling or MLAA-style antialiasing with Loop-Blinn and not try to do the fancy shader-based AA described in that article.) Additionally, the ori…
I hadn't seen Pathfinder before; very cool! Especially if it's easily transferable to gpuweb, if and when that ships. Reminds me of Mark Kilgard's old NV_path_rendering extension, which (as so often happened for interesting NV stuff) never made the jump to portability. One of its touted benefits as an in-driver implementation was the ability to share things like glyph caches between multiple apps with separate GL con…
Not yet. There are enough known issues that I'd like to fix first.
Re: The web at maximum FPS: How WebRender gets rid of jank
#24Earlier quoted context omitted.
If only it were as simple as just using Loop-Blinn. :) The technique described there will produce unacceptably bad antialiasing for body text. Loop-Blinn is fine if you want fast rendering with medium quality antialiasing, though. (Incidentally, it's better to just use supersampling or MLAA-style antialiasing with Loop-Blinn and not try to do the fancy shader-based AA described in that article.) Additionally, the ori…
I'm very excited about your work on Pathfinder! I think great possibilities will open up once there is a way to efficiently rasterize vectors on the GPU. Do you think, once the implementation is more complete, that it would make it possible to render fullscreen scenes of vector graphics (say in SVG) with hundreds of moving and morphing shapes on a mid-range phone/tablet/pc? I know it's very difficult to predict these…
Re: The web at maximum FPS: How WebRender gets rid of jank
#25Earlier quoted context omitted.
If only it were as simple as just using Loop-Blinn. :) The technique described there will produce unacceptably bad antialiasing for body text. Loop-Blinn is fine if you want fast rendering with medium quality antialiasing, though. (Incidentally, it's better to just use supersampling or MLAA-style antialiasing with Loop-Blinn and not try to do the fancy shader-based AA described in that article.) Additionally, the ori…
How portable is pathfinder? Are there plans for metal and/or vulkan support? Is it extensible to general purpose path-and-clip rendering?
Re: The web at maximum FPS: How WebRender gets rid of jank
#26Good stuff. Speaking of rendering text glyphs on the GPU, there's a really clever trick(commonly called loop-blinn, from the two authors): https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch25.... You can pretty much just use the existing bezier control points from TTF as-is which is really nice.
If only it were as simple as just using Loop-Blinn. :) The technique described there will produce unacceptably bad antialiasing for body text. Loop-Blinn is fine if you want fast rendering with medium quality antialiasing, though. (Incidentally, it's better to just use supersampling or MLAA-style antialiasing with Loop-Blinn and not try to do the fancy shader-based AA described in that article.) Additionally, the ori…
Just throwing it out there as a neat thing, the GPU space has all sorts of fun stuff like that.
I'll have to take a look at Pathfinder, have any links handy that I can dig into?
Re: The web at maximum FPS: How WebRender gets rid of jank
#27Good stuff. Speaking of rendering text glyphs on the GPU, there's a really clever trick(commonly called loop-blinn, from the two authors): https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch25.... You can pretty much just use the existing bezier control points from TTF as-is which is really nice.
Do they generate those triangles for each instance of each glyph, or only once for each character in the font?
Re: The web at maximum FPS: How WebRender gets rid of jank
#28Good stuff. Speaking of rendering text glyphs on the GPU, there's a really clever trick(commonly called loop-blinn, from the two authors): https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch25.... You can pretty much just use the existing bezier control points from TTF as-is which is really nice.
Do they generate those triangles for each instance of each glyph, or only once for each character in the font?
Re: The web at maximum FPS: How WebRender gets rid of jank
#29Re: The web at maximum FPS: How WebRender gets rid of jank
#30Now that this is closer to shipping, I'm curious what impact this would have on battery life. On the one hand, this is lighting up more silicon; on the other hand: a faster race to sleep, perhaps? Have there been any measurements on what the end result is on a typical modern laptop?