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513 points todsacerdoti | 6 comments | | HN request time: 0.644s | source | bottom
1. rootext ◴[] No.42193915[source]
Awesome article.

SDF(or mSDF) isn't the future. It's already "good enough" classic.

> This works, but performance tanks hard, as we solve every > bezier curve segment per pixel

This is "the future" or even present as used in Slug and DirectWrite with great performance

https://sluglibrary.com/ https://learn.microsoft.com/en-us/windows/win32/directwrite/...

replies(4): >>42194035 #>>42194175 #>>42196612 #>>42197541 #
2. Asooka ◴[] No.42194035[source]
I may be remembering totally wrong, but isn't the algorithm used in Slug patented?
replies(1): >>42196555 #
3. Lichtso ◴[] No.42194175[source]
Don't forget about implicit curve rendering [0]. The patent will expire soon [1].

[0]: https://www.microsoft.com/en-us/research/wp-content/uploads/... [1]: https://patents.google.com/patent/US20070097123A1/en

4. qingcharles ◴[] No.42196555[source]
https://news.ycombinator.com/item?id=42194175
5. ◴[] No.42196612[source]
6. aappleby ◴[] No.42197541[source]
I wrote an implementation of the Loop/Blinn paper for Microsoft Game Studios ~20 years ago, I wonder if they're still using it.

Had to do a _lot_ of work to make it production-ready, as their voronoi-based tesselation goes pathological on a lot of Asian glyphs.