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Have you looked into using Loop-Blinn[1] for drawing Beziers? I'd love to be able to use the GPU for vector graphics and Loop-Blinn seems to solve the problem of drawing curves, but I'm still looking for a way to get coverage-based antialiasing when drawing straight lines with the GPU.

[1] http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html - https://github.com/hansent/lbfont is a good example



Anti-aliasing seem to be why we still prefer pixel art over vector art. I thought high-res would eliminate this problem (more pixels, less worry about artifacts), but apparently not yet.

The Loop/Blinn work is really cool, and of course we now have hull shaders to really exploit it. It is a problem many people are actively working on...e.g. with Direct2D, but doing everything on the GPU is currently infeasible given round trip times between the CPU and GPU. Great if you can render everything in one pass, not so great if you can't.




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