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Mark Kilgard from NVIDIA has been beating this drum for a couple decades. It's not simple. His latest paper is about how to handle stroking of cubic splines:
by bsder 4y ago
Mark Kilgard from NVIDIA has been beating this drum for a couple decades. It's not simple.
His latest paper is about how to handle stroking of cubic splines:
https://arxiv.org/abs/2007.00308 https://arxiv.org/abs/2007.00308
He gives it as a talk, but you have to sign up with NVIDIA:
https://developer.nvidia.com/siggraph/2020/video/sig03-vid https://developer.nvidia.com/siggraph/2020/video/sig03-vid
- Lichtso 4y agoAh, polar stroking, a really clever tick to sample a curves vertices where it matters and guarantee a uniform tangent angle in between the samples. I actually implemented that (but using complex numbers instead of angles) in my renderer.