Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
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Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#2AMA ;-)
Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#3Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#4I'm always interested in new 2D vector rendering algorithms, so if you make a blog post explaining your approach, with enough detail, I'd be happy to read it!
Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#5Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#6Can you say how the it's similar and how it's different to superficially similar sounding work?
(1) https://github.com/linebender/vello , dual Apache/MIT, by Raph Levien et al
(2) https://sluglibrary.com/ , proprietary, by Eric Lengyel (Terathon)
Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#7I've been working on this problem on and off for over 10 years. AMA ;-)
Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#8I've been working on this problem on and off for over 10 years. AMA ;-)
Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#9Great to see you're still going Nigel! Is this library the latest iteration of your original VectorGL project?
Re: Rasterizer: A GPU-accelerated 2D vector graphics engine in ~4k LOC
#10I've been working on this problem on and off for over 10 years. AMA ;-)
So what part of the SVG-spec does this implement? Does it support text? Gradients? Filters like blur and dropshadow?
The first priority was to solve paths to pixels efficiently, including text (50,000 glyphs @ 60fps).
Gradients will be added when time allows, as I have code from a previous engine.
The coverage algorithm can be extended to support cheap box blurs, which could be used for drop shadows.