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Rive Renderer for real-time vector graphics is now open source

rive.app

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Re: Rive Renderer for real-time vector graphics is now open source

#81
post #73

This problem seems to create a continuous stream of software attempting to solve it with no definitive solution. It's kind of strange, because there is a single objectively correct rendering for any vector graphics scene given a pixel sampling function and colorspace metric (the one where each output pixel's value is the closest representable color to the convolution of that function with the scene, expressed as a fu…

I think you've got a point here. 2D rendering is reasonably well defined. The problem is the overwhelming complexity of the GPU ecosystem. If you just had a decent parallel computer, it wouldn't be so hard. But instead you have to adapt your rendering logic to the particular combination of pile of hacks your GPU infrastructure supports, each having an exquisitely unique set of limitations and tradeoffs.

You'll likely enjoy our upcoming GPU-friendly stroke expansion paper - the core of it is exactly numerical methods with error bounds for the exact symbolic integrals of (certain curvature metrics) of curves. And the code is in Vello main (shader/flatten.wgsl) if you're curious and want to look at it now.

Re: Rive Renderer for real-time vector graphics is now open source

#82

Earlier quoted context omitted.

Correct me if I’m wrong, but aren’t fonts rendered from vector graphics already? TTF and OTF are vector formats, correct?

Fonts begin as vector graphics, but every single character on your screen isn't rendered as a tiny, individual vector graphic. Text rendering libraries use a lot of optimizations to cache rasterized glyphs because they're reused all over your screen. It also gets extraordinarily complex when you have to handle text layout, kerning, languages that read in different directions, styles, and all of the other complication…

> small virtual machine to process tiny code programs

Or even WebAssembly (though more of an experiment than anything): https://github.com/harfbuzz/harfbuzz/blob/main/docs/wasm-sha...

Re: Rive Renderer for real-time vector graphics is now open source

#83
post #64

I like this a lot, but it represents a turning away from desktop technology (as in having a native editor as a desktop app) that just makes me say “no”.

It has an open-source format, you can create animations yourself as well. Plus this renderer is literally a desktop app, isn’t it? It is as cross platform as it gets, with this project being the most optimized implementation.

Re: Rive Renderer for real-time vector graphics is now open source

#84
post #20

There's a lot of active research around rendering 2-d vector graphics with GPU tessellation (Raph Levien's work for instance), so this is pretty cool that they're shipping a product with this technique. I've never used Rive so I'm wondering if its strictly for making cool animations or if it can be used for building dynamic UI's (the kind that you might use an immediate mode gui lib for)?

We have customers shipping full UI with Rive! Games have been adopting us (some cool AAA titles already in progress) and products too. https://rive.app/game-ui https://rive.app/blog/how-age-of-learning-uses-rive-to-a-b-t...

[deleted]

Re: Rive Renderer for real-time vector graphics is now open source

#85

So I love Rive—the product and the company. And I love open source. But this is an MIT license for Rive's rendering abstraction layer, a subset of the Rive runtime that requires the Rive Editor to build content for. I'm just curious about the goals for open sourcing this and what your hope and plan is for the larger community you'd like to build around it. Can you think of perhaps another project that would benefit f…

"I'm just curious about the goals for open sourcing this"

I suppose, continue to make money with the proprietary editor, but have an open source renderer to deploy and enable an ecosystem, where other people target this renderer, as it might be superior. I am definitely interested, I routinely hit the limit of 2D drawing with my limited 16ms per frame (currently I use the canvasAPI and pixi).

Re: Rive Renderer for real-time vector graphics is now open source

#86
post #41

It's so insane they don't offer any way to export movie files. The animation IDE is decent. Nowhere near as good as Flash was. But at least let me animate in it and export movie files. It's hilarious how so much new tech is just barely scratching the surface of what Flash offered in terms of a creative production tool. Every passive consumer fixates on Flash the plug-in and has no idea how incredible the tool was.

Their pricing page, https://rive.app/pricing suggests that they support MP4/GIF/PNG Sequence and WebM exports? Is that not what you're looking for?

I believe its in reference to QuickTime File Format (.Mov files). The fact its not supported is odd and one of the reasons I have yet to try rive

Re: Rive Renderer for real-time vector graphics is now open source

#87

Earlier quoted context omitted.

Correct me if I’m wrong, but aren’t fonts rendered from vector graphics already? TTF and OTF are vector formats, correct?

Fonts begin as vector graphics, but every single character on your screen isn't rendered as a tiny, individual vector graphic. Text rendering libraries use a lot of optimizations to cache rasterized glyphs because they're reused all over your screen. It also gets extraordinarily complex when you have to handle text layout, kerning, languages that read in different directions, styles, and all of the other complication…

This, but see also Text Rendering Hates You https://faultlore.com/blah/text-hates-you/

Re: Rive Renderer for real-time vector graphics is now open source

#88
post #64

I like this a lot, but it represents a turning away from desktop technology (as in having a native editor as a desktop app) that just makes me say “no”.

You can also download some windows or apple binary. No idea if that is just a packed web browser, but even if, if it is fast, what is the problem?

Re: Rive Renderer for real-time vector graphics is now open source

#89

How feasible is it to build web games with this? I’d like to build something with this treating it like you would Pixi.js, it looks to me like it’d be as performant if not better but with the amazing advantage of having a vector asset pipeline built into the system. Using vector graphics with Pixi, especially when rendering in a web worker, is a pain in the ass.

That was my question as well some weeks ago and my resume was, to wait a bit more. I could not find ressources on how to bind from the web at all, but maybe I missed it.

"Using vector graphics with Pixi, especially when rendering in a web worker, is a pain in the ass."

Yes it is.

Re: Rive Renderer for real-time vector graphics is now open source

#90
post #86
post #41

Earlier quoted context omitted.

Their pricing page, https://rive.app/pricing suggests that they support MP4/GIF/PNG Sequence and WebM exports? Is that not what you're looking for?

I believe its in reference to QuickTime File Format (.Mov files). The fact its not supported is odd and one of the reasons I have yet to try rive

If it can export to mp4 or a sequence of pngs what stops you from using ffmpeg to covert that to quicktime?
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