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Show HN: Forma – An efficient vector-graphics renderer

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Re: Show HN: Forma – An efficient vector-graphics renderer

#11

I’ve just filed an issue ( https://github.com/google/forma/issues/11 ) describing how, on an old GPU (AMD 7990) but using the CPU device, it fails to start. This looks like an issue with wgpu-rs, but am I wrong in assuming that the CPU device would work regardless of the graphic card?

Nice to hear someone else still rocking the 7990

Re: Show HN: Forma – An efficient vector-graphics renderer

#12

I'm very happy to see this work! The era of rendering vector graphics in GPU compute shaders is upon us, and I have no doubt it we'll start seeing these in production soon, as there's just such a performance advantage over CPU rendering, and I believe trying to run vector 2D graphics through the GPU rasterization pipeline doesn't quite work. This code is simpler than Vello (the new name for piet-gpu), focused on vect…

I saw google, I saw Rust, and I was betting it was you. I lost my bet but still happy to see it!

Re: Show HN: Forma – An efficient vector-graphics renderer

#14

This is cool. Being able to render SVG animations natively, without having to embed a browser, is awesome. The map of Paris rendered in 40ms on my M1 Air which is crazy considering it's a 14MB file with tons of overlapping shapes. I'm guessing supporting stroke is difficult because you would need to ultimately convert them to shapes which can travel through the pipeline.

Converting strokes to fills isn't that hard conceptually and it's what Pathfinder did. Most of the work is just supporting all the stroke features that SVG supports (joins, caps, dashes, etc.)

Re: Show HN: Forma – An efficient vector-graphics renderer

#15
post #3

Mozilla peeps, is it conceivable that this could eventually get into firefox, or is it not the right fit in some way. There was a recent discussion about map rendering and I commented to "just convert to SVG and let the browser render it" to which someone said that's too slow, to which I said "so improve the browsers vector rendering" rather than do a high performance renderer just for map software.

Was this conversation about OsmAnd+ by chance? Because that could use something like this.

Edit: glossed over the "browser" part. My bad.

Re: Show HN: Forma – An efficient vector-graphics renderer

#17

Slightly curious why it's on the google github account, if it's not an official google project, or even endorsed by google? Surely this should live over on github.com/dragostis/forma then?

If you're a Google employee, there's a few different paths to 'legally' open sourcing stuff without violating your employment contract. The simplest and fastest one is just to assign copyright to Google, use an approved license (basically anything non-copyleft) and stick it under the google/ github org. It being there doesn't mean Google sponsored or authored it, just that a Googler worked/works on it. And the "not official Google product" text is mandatory in the README.

There are other processes that allow you to retain copyright for yourself, but they require approval process.

(I used to work at Google, and have followed this process before.)

Re: Show HN: Forma – An efficient vector-graphics renderer

#18

Slightly curious why it's on the google github account, if it's not an official google project, or even endorsed by google? Surely this should live over on github.com/dragostis/forma then?

If you're a Google employee, there's a few different paths to 'legally' open sourcing stuff without violating your employment contract. The simplest and fastest one is just to assign copyright to Google, use an approved license (basically anything non-copyleft) and stick it under the google/ github org. It being there doesn't mean Google sponsored or authored it, just that a Googler worked/works on it. And the "not o…

When you leave employment at Google do you typically retain your github account and contribution rights to the repo?

Re: Show HN: Forma – An efficient vector-graphics renderer

#19
A while ago I wanted to make some vector-based toy games for fun. I surveyed the available options and basically couldn't find any. If an engine supports vector graphics, it wants to rasterize them ASAP. If I asked online, the general answer was, "GPUs are for rasters, it gets rasterized one way or another. So just do that."

I dunno. I'm not that bright. I don't fully understand it all. But I feel like it should be easy to say, "here's some SVG files for my toy 2D game. I expect they'll scale infinitely well when I zoom the viewport" but alas it was such a migraine with PhaserJS/PixiJs, Godot, and Unity3D.

I'm excited about any sort of project to get you vector graphics as close to the metal as possible before being rasterized (ideally upon draw to the graphics buffer)

Re: Show HN: Forma – An efficient vector-graphics renderer

#20

I'm very happy to see this work! The era of rendering vector graphics in GPU compute shaders is upon us, and I have no doubt it we'll start seeing these in production soon, as there's just such a performance advantage over CPU rendering, and I believe trying to run vector 2D graphics through the GPU rasterization pipeline doesn't quite work. This code is simpler than Vello (the new name for piet-gpu), focused on vect…

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