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vg_head
searching PlanetScale…
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10 ms
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61.
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Monadic Parsing in C++ (2012)
(yapb-soc.blogspot.com)
2 points
by
vg_head
5y ago
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0 comments
62.
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Introduction to Univalent Foundations of Mathematics with Agda
(cs.bham.ac.uk)
3 points
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vg_head
5y ago
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0 comments
63.
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Graphics Resources
(mikro.naprvyraz.sk)
2 points
by
vg_head
5y ago
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0 comments
64.
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Tone Mapping
(64.github.io)
1 points
by
vg_head
5y ago
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0 comments
65.
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Libart Internals
(people.gnome.org)
1 points
by
vg_head
5y ago
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0 comments
66.
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Shader-Based Antialiased, Dashed, Stroked Polylines (2013)
(jcgt.org)
2 points
by
vg_head
5y ago
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0 comments
67.
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Converting stroked primitives to filled primitives (2020)
(w3.impa.br)
64 points
by
vg_head
5y ago
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7 comments
68.
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A Sorting Classification of Parallel Rendering (1994) [pdf]
(cs.cmu.edu)
2 points
by
vg_head
5y ago
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0 comments
69.
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The Stack Monoid Revisited
(raphlinus.github.io)
22 points
by
vg_head
5y ago
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0 comments
70.
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2D Vector Graphics Course
(w3.impa.br)
1 points
by
vg_head
5y ago
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0 comments
71.
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How the stb_truetype Anti-Aliased Software Rasterizer v2 Works (2015)
(nothings.org)
2 points
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vg_head
5y ago
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0 comments
72.
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An Introduction to Glyphs (1998)
(chanae.walon.org)
15 points
by
vg_head
5y ago
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1 comments
73.
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GPU-Centered Font Rendering Directly from Glyph Outlines (2017)
(jcgt.org)
6 points
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vg_head
5y ago
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0 comments
74.
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How software gets color wrong
(bottosson.github.io)
4 points
by
vg_head
5y ago
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0 comments
75.
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Comparison of Two Theorem Provers: Isabelle/HOL and Coq (2018)
(arxiv.org)
2 points
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vg_head
5y ago
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0 comments
76.
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A Hitchhiker's Guide to Reinventing a Prolog Machine (2018)
(drops.dagstuhl.de)
82 points
by
vg_head
5y ago
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18 comments
77.
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Massively Parallel Rendering of Complex Closed-Form Implicit Surfaces (2020)
(mattkeeter.com)
72 points
by
vg_head
5y ago
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18 comments
78.
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Why Open Source Software Matters for Government and Civic Tech (2016)
(rufuspollock.com)
2 points
by
vg_head
5y ago
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0 comments
79.
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A Universal I/O Abstraction for C++ (2020)
(cor3ntin.github.io)
113 points
by
vg_head
5y ago
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86 comments
80.
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by
vg_head
6y ago
Indeed, most techniques that target the GPU have no response to stroking, they recommend generating paths beforehand so that it looks like it's stroked. And yes, the number of triangles doesn't really make a difference in general,
81.
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vg_head
6y ago
It's referenced in slug's algorithm description paper [1], the main disadvantage with Loop-Blinn is the triangulation step that is required, and at small text sizes you lose a bit of performance. Slug only needs to render a quad f
82.
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by
vg_head
6y ago
I've once implemented the basic idea behind the algorithm used in slug(described in the paper [1], though without the 'band' optimization, I just wanted to see how it works), and I agree with you, the real innovation is in th
83.
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CRDTs for Non Academics
(youtube.com)
1 points
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vg_head
6y ago
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0 comments
84.
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Instant Ray Tracing: The Bounding Interval Hierarchy [pdf]
(diglib.eg.org)
2 points
by
vg_head
6y ago
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0 comments
85.
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The CL-AA Algorithm
(projects.tuxee.net)
1 points
by
vg_head
6y ago
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0 comments
86.
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OpenVG Lite
(khronos.org)
1 points
by
vg_head
6y ago
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0 comments
87.
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Precise Vector Textures for Real-Time 3D Rendering
(citeseerx.ist.psu.edu)
3 points
by
vg_head
6y ago
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0 comments
88.
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Vector Texture Maps on the GPU [pdf]
(alice.loria.fr)
2 points
by
vg_head
6y ago
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0 comments
89.
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Efficient GPU Path Rendering Using Scanline Rasterization
(kunzhou.net)
2 points
by
vg_head
6y ago
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0 comments
90.
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Massively-Parallel Vector Graphics
(w3.impa.br)
2 points
by
vg_head
6y ago
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0 comments
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