Comment by krona

7 days ago

As someone interested but unfamiliar with the state-of-the-art of GPU vector rasterization I struggle to understand how the method described here isn't a step back from the SLUG algorithm or the basic ~100 lines of glsl of the vector texture approach of https://wdobbie.com/post/gpu-text-rendering-with-vector-text... from nearly a decade ago (albeit with some numerical precision limitations.)

Is the problem here that computing the vector texture in real-time is too expensive and perhaps that font contours are too much of a special case of a general purpose vector rasterizer to be useful? The SLUG algorithm also implements 'banding' which seems similar to the tiling described in the presentation.