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I heard that text rendering on GPU is hard, can the proposed approach pave the road to a reliable and widespread solution?
by Klaster_1 2y ago
I heard that text rendering on GPU is hard, can the proposed approach pave the road to a reliable and widespread solution?
- iTokio 2y agoHave a look at line bender’s projects https://linebender.org/ https://linebender.org/ They are based on this work, Vello is the vector graphic rendering library and Xilem a high level ui framework.
- homarp 2y agojust to be clearer: Line Bender organization was started by Raph Levien, and he informally leads and drives the work forward. And he is the first author of the paper (and he is also commenting in this same thread)
- mkl 2y agoFonts are defined as filled curves, not stroked curves, so this approach is not directly applicable to most text.
- marhee 2y agoI believe metafont, created by Knuth for Tex, is an exception here in that it does use strokes.
- WillAdams 2y agoYes, so long as one wants pixels. I'd give my interest in Hell for a graphical interface for METAFONT which would take a series of pen strokes and provide the outline --- which reminds me that I never heard back from the METAFOG author on a license....
- raphlinus 2y agoThe technique works for both fills and strokes, and is used by Vello for both, including for the text rendering. One of the nice things we found is that lowering Euler spirals to arcs works particularly well, and you need many fewer arc segments than line segments to accurately approximate a smooth curve. We haven't plumbed arcs all the way through the rendering pipeline yet, but it's planned; the math for rendering arcs is not that much more complicated than lines.