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Warnock: Harnessing GPU geometry amplification for vector graphics(dl.acm.org)
45 points by coffeeaddict1 2 days ago | 6 comments

Video: https://www.youtube.com/watch?v=PTD4yvGWgvA

georgemcbay 2 days ago | parent | next [-]

Cool stuff, but they've been talking about this tech since at least SIGGRAPH 2012 (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 2 days ago | parent | next [-]

Pretty 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: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 2 days ago | parent | prev [-]

That doesn't seem related at all

HellDunkel 2 days ago | parent | prev | next [-]

Rive renderer seems to quite ahead but the GPU triangulation part is still interesting. I wonder how this would compare to rives approach in benchmark.

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