▲ | rootext 6 days ago | |||||||
Awesome article. SDF(or mSDF) isn't the future. It's already "good enough" classic. > This works, but performance tanks hard, as we solve every > bezier curve segment per pixel This is "the future" or even present as used in Slug and DirectWrite with great performance https://sluglibrary.com/ https://learn.microsoft.com/en-us/windows/win32/directwrite/... | ||||||||
▲ | Lichtso 6 days ago | parent | next [-] | |||||||
Don't forget about implicit curve rendering [0]. The patent will expire soon [1]. [0]: https://www.microsoft.com/en-us/research/wp-content/uploads/... [1]: https://patents.google.com/patent/US20070097123A1/en | ||||||||
▲ | aappleby 5 days ago | parent | prev | next [-] | |||||||
I wrote an implementation of the Loop/Blinn paper for Microsoft Game Studios ~20 years ago, I wonder if they're still using it. Had to do a _lot_ of work to make it production-ready, as their voronoi-based tesselation goes pathological on a lot of Asian glyphs. | ||||||||
▲ | Asooka 6 days ago | parent | prev | next [-] | |||||||
I may be remembering totally wrong, but isn't the algorithm used in Slug patented? | ||||||||
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▲ | 5 days ago | parent | prev [-] | |||||||
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