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?
Show HN: Forma – An efficient vector-graphics renderer
11–20 of 64 posts
Re: Show HN: Forma – An efficient vector-graphics renderer
#12I'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…
Re: Show HN: Forma – An efficient vector-graphics renderer
#13Re: Show HN: Forma – An efficient vector-graphics renderer
#14This 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.
Re: Show HN: Forma – An efficient vector-graphics renderer
#15Mozilla 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.
Edit: glossed over the "browser" part. My bad.
Re: Show HN: Forma – An efficient vector-graphics renderer
#16Re: Show HN: Forma – An efficient vector-graphics renderer
#17Slightly 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?
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
#18Slightly 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…
Re: Show HN: Forma – An efficient vector-graphics renderer
#19I 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
#20I'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…