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Warnock: Harnessing GPU geometry amplification for vector graphics
Video: https://www.youtube.com/watch?v=PTD4yvGWgvA https://www.youtube.com/watch?v=PTD4yvGWgvA
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- georgemcbay 22d agoCool stuff, but they've been talking about this tech since at least SIGGRAPH 2012 (https://developer.download.nvidia.com/devzone/devcenter/gamegraphics/files/opengl/gpupathrender.pdf https://developer.download.nvidia.com/devzone/devcenter/game...) and AFAICT 14 years later its still just internal Nvidia-proprietary research with an occasional paper tossed over the wall. Must be a fun job to have.
- ttd 22d agoPretty sure that earlier work did reach the light of day in the form of a set of GL extensions. Also, his other work on polar stroking influenced one of the gpu-accelerated path renderers in Skia (graphics library powering Chrome and Android, among other things). See e.g. https://source.chromium.org/chromium/chromium/src/+/main:third_party/skia/src/gpu/ganesh/tessellate/GrStrokeTessellationShader.h;l=32 https://source.chromium.org/chromium/chromium/src/+/main:thi... where they refer to the same idea as radial stepping, or radial edges. Or if not the exact same idea, it's at least a similar idea of stepping in angle-space rather than purely in Bezier t-space or arc-length parameterized space.
- xyzsparetimexyz 22d agoThat doesn't seem related at all
- HellDunkel 22d agoRive renderer seems to quite ahead but the GPU triangulation part is still interesting. I wonder how this would compare to rives approach in benchmark.