Just use blend2d - it is CPU only but it is plenty fast enough. Cache the rasterization to a texture if needed. Alternatively, see blaze by the same author as this article: https://gasiulis.name/parallel-rasterization-on-cpu/
Blend2D is a CPU-only rendering engine, so I don't think it's a fair comparison to ThorVG. If we're talking about CPU rendering, ThorVG is faster than Skia. (no idea about Blend2d) But at high resolutions, CPU rendering has serious limitations anyway. Blend2D is still more of an experimental project that JIT kills the compatiblity and Vello is not yet production-ready and webgpu only. No point of arguing fast today if it's not usable in real-world scenarios.
Check this out: https://thorvg-perf-test.vercel.app/ https://www.youtube.com/watch?v=jdnnzmtHy9k
Vello [0] might suit you although it's not production grade yet.
[0] https://github.com/linebender/vello
Just use blend2d - it is CPU only but it is plenty fast enough. Cache the rasterization to a texture if needed. Alternatively, see blaze by the same author as this article: https://gasiulis.name/parallel-rasterization-on-cpu/
ThorVG might be worth a look - open source (MIT), ~150KB core, GPU backends (WebGPU, OpenGL).
We are using it as official dotLottie runtimes, now a Linux Foundation project. Handles SVG, Lottie, fonts, effects.
https://github.com/thorvg/thorvg/
In terms of performance, it's quite far from something like Blend2D or Vello though.
Blend2D is a CPU-only rendering engine, so I don't think it's a fair comparison to ThorVG. If we're talking about CPU rendering, ThorVG is faster than Skia. (no idea about Blend2d) But at high resolutions, CPU rendering has serious limitations anyway. Blend2D is still more of an experimental project that JIT kills the compatiblity and Vello is not yet production-ready and webgpu only. No point of arguing fast today if it's not usable in real-world scenarios.
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