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Comment by jeremiahkellick

3 hours ago

[1] and [2] sound similar to what you are describing. They still involve triangulating the shape, but the triangulation process seems much simpler than the loop and blinn paper. However, if you want to do distance based anti-aliasing rather than supersampling, things are going to get complicated again as you have to expand the shape outline to capture more pixel centers.

I don't see a straightforward way to apply this technique in a pixel shader that includes multiple curves per triangle. I feel like any attempt to do that will approach the complexity of Slug, but maybe it's my own shortcoming that I don't see it. I would love to read more detailed information on that if you have it.

[1] https://medium.com/@evanwallace/easy-scalable-text-rendering... [2] https://web.archive.org/web/20180905215805/http://www.glprog...