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Re:Microsoft’s HoloLens 2: a $3,500 mixed-reality headset fo... by sguwwochqbib on Sunday February 24, 2019 @02:30PM (#19240124)
fonts being defined as a set of bezier curves you'd have thought it would quite easy to write a shader where each fragment computes its distance from the curve & assigns smoothsteped color as a function of that distance
Re:Microsoft’s HoloLens 2: a $3,500 mixed-reality headset fo... by jayd16 on Sunday February 24, 2019 @04:30PM (#19240732)
This is kind of expensive actually. Its usually done with a precalculated texture sheet of glyphs which trades memory for shader perf. See: Signed Distance Field
Re:Microsoft’s HoloLens 2: a $3,500 mixed-reality headset fo... by sguwwochqbib on Sunday February 24, 2019 @04:35PM (#19240757)
ok but a precomputed texture isn't scalable
Re:Microsoft’s HoloLens 2: a $3,500 mixed-reality headset fo... by jayd16 on Sunday February 24, 2019 @04:47PM (#19240812)
When its an SDF texture it is scalable because the distance function produces continuous data. The aliasing is greatly reduces because data is easily calculable from neighboring pixel samples.

Edit: Here's Valve's Siggraph paper on the technique https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...

Re:Microsoft’s HoloLens 2: a $3,500 mixed-reality headset fo... by lostmsu on Sunday February 24, 2019 @02:44PM (#19240192)
Perhaps Pathfinder mentioned above is implementing exactly that, but I am not familiar.