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Re:Math of Vector graphics on GPU, inspired by piet-GPU by larodi on Wednesday January 07, 2026 @04:23AM (#46524292)
Really, inst there anything which comes Slug-level of capabilities and is not super expensive?
Re:Math of Vector graphics on GPU, inspired by piet-GPU by coffeeaddict1 on Wednesday January 07, 2026 @07:18AM (#46525531)
Vello [0] might suit although it's not production grade yet.

[0] https://github.com/linebender/vello

Re:Math of Vector graphics on GPU, inspired by piet-GPU by miguel_martin on Wednesday January 07, 2026 @01:51PM (#46530750)
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/
Re:Math of Vector graphics on GPU, inspired by piet-GPU by reallynattu on Wednesday January 07, 2026 @10:01PM (#46536659)
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/

Re:Math of Vector graphics on GPU, inspired by piet-GPU by coffeeaddict1 on Thursday January 08, 2026 @07:26AM (#46540260)
In terms of performance, it's quite far from something like Blend2D or Vello though.
Re:Math of Vector graphics on GPU, inspired by piet-GPU by hermet on Thursday January 08, 2026 @01:45PM (#46544809)
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.
Re:Math of Vector graphics on GPU, inspired by piet-GPU by Asm2D on Friday January 09, 2026 @03:17AM (#46551275)
How JIT kills compatibility if it's only enabled on x86 and aaarch64? You can compile Blend2D without it and it would just work.

So no, it doesn't kill any compatibility - it only shows a different approach.

BTW GPU-only renderers suck, and many renderers that have GPU and CPU engines suck when GPU is not available or have bugs. Strong CPU rendering performance is just necessary for any kind of library if you want true compatibility across various platforms.

I have seen many many times broken rendering on GPU without any ability to switch to CPU. And the biggest problem is that more exotic HW you run it on, less chance that somebody would be able to fix it (talking about GPUs).

Re:Math of Vector graphics on GPU, inspired by piet-GPU by hermet on Friday January 09, 2026 @01:06AM (#46550594)