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Unfortunately, both 2D graphics and the programming of Vulkan compute shaders are very arcane topics, and the intersection of the two basically maxes out. For
by raphlinus 6y ago
Unfortunately, both 2D graphics and the programming of Vulkan compute shaders are very arcane topics, and the intersection of the two basically maxes out.
For GPU programming, I have a list of resources here: https://raphlinus.github.io/gpu/2020/02/12/gpu-resources.html https://raphlinus.github.io/gpu/2020/02/12/gpu-resources.htm..., and also a talk here: https://www.janestreet.com/tech-talks/a-taste-of-gpu-compute/ https://www.janestreet.com/tech-talks/a-taste-of-gpu-compute...
Re 2D graphics, a long term ambition of mine is to write a book on the topic (and I have a repo started with a rough, bullet point outline), largely because I don't know of any source that brings the concepts together. I don't think I'll be able to spend significant time on it, though, as I have my hands pretty full. I am hoping to do more explaining and public communication as part of my piet-gpu work.
A good snapshot of GPU font rendering work from 3 years ago is: https://aras-p.info/blog/2017/02/15/Font-Rendering-is-Getting-Interesting/ https://aras-p.info/blog/2017/02/15/Font-Rendering-is-Gettin... . The linked papers are quite good and have informed my thinking, though of course I hope to advance the state of the art even further.