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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

#21

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…

Haven't Skia et al been GPU accelerated for ages?

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

#22
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.

You might be interested in https://github.com/servo/pathfinder

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

#23

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 e…

> I'm excited about any sort of project to get you vector graphics as close to the metal as possible before being rasterized

Get a NeXT workstation and use Display Postscript?

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

#24
post #21

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…

Haven't Skia et al been GPU accelerated for ages?

[deleted]

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

#25

Earlier quoted context omitted.

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?

Most people I think just use their personal github but join the Google org. And then you get booted from it when you quit.

Commit rights, I'm actually not clear on, but by default I think you'd lose rights. I believe there's likely a process for keeping them,, but I don't recall what it is. The one repo I contributed to that followed this process was essentially abandoned long before I left Google.

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

#26

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…

Thank you for the endorsement. Looking forward to collaborating more with you on 2D graphics.

How does this compare to https://github.com/RazrFalcon/resvg ?

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

#27

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 e…

> I'm excited about any sort of project to get you vector graphics as close to the metal as possible before being rasterized Get a NeXT workstation and use Display Postscript?

Don’t suggest such brilliantly horrible ideas during the beginning of my three week holiday… must resist urge to wander eBay.

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

#29
> Line segments are transformed into pixel segments by intersecting them with the pixel grid. We developed a simple method that performs this computation in O(1) and which is run in parallel.

What's a pixel segment exactly? Just a list of pixel coordinates that intersect?

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

#30
post #21

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…

Haven't Skia et al been GPU accelerated for ages?

Yes, Skia uses the traditional method of tessellating path geometry on the CPU and then having the GPU handle transforming and shading it as if it were 3D geometry. Compare that with what we see here, which uses compute shaders for the whole process.
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