3 comments

  • georgemcbay27 minutes ago
    Cool stuff, but they&#x27;ve been talking about this tech since at least SIGGRAPH 2012 (<a href="https:&#x2F;&#x2F;developer.download.nvidia.com&#x2F;devzone&#x2F;devcenter&#x2F;gamegraphics&#x2F;files&#x2F;opengl&#x2F;gpupathrender.pdf" rel="nofollow">https:&#x2F;&#x2F;developer.download.nvidia.com&#x2F;devzone&#x2F;devcenter&#x2F;game...</a>) and AFAICT 14 years later its still just internal Nvidia-proprietary research with an occasional paper tossed over the wall.<p>Must be a fun job to have.
    • ttd15 minutes ago
      Pretty sure that earlier work did reach the light of day in the form of a set of GL extensions.<p>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. <a href="https:&#x2F;&#x2F;source.chromium.org&#x2F;chromium&#x2F;chromium&#x2F;src&#x2F;+&#x2F;main:third_party&#x2F;skia&#x2F;src&#x2F;gpu&#x2F;ganesh&#x2F;tessellate&#x2F;GrStrokeTessellationShader.h;l=32" rel="nofollow">https:&#x2F;&#x2F;source.chromium.org&#x2F;chromium&#x2F;chromium&#x2F;src&#x2F;+&#x2F;main:thi...</a> where they refer to the same idea as radial stepping, or radial edges. Or if not the exact same idea, it&#x27;s at least a similar idea of stepping in angle-space rather than purely in Bezier t-space or arc-length parameterized space.
  • coffeeaddict12 hours ago
    Video: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=PTD4yvGWgvA" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=PTD4yvGWgvA</a>