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
I may be remembering totally wrong, but isn't the algorithm used in Slug patented?
Re:AAA – Analytical Anti-Aliasing
by qingcharles on Wednesday November 20, 2024 @01:02PM
(#42196555)
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.
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/...