piet-metal

Languages and libraries

graphics rendering library

SHOW HN2019

306points
86comments
#96of 2,195 in 2019
Top 5%of 2019 by points

How HN took it

CuriousMostly questions and neutral comments

4 positive, 23 neutral or asking, 0 mixed, 2 critical, out of 29 comments about the project. Thread score +0.06.

Idea: 3 for, 0 againstDocs: 1 for, 1 againstExecution: 0 for, 1 against

The thread, comment by comment

Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.

positive neutral or mixed critical about another commenter or something else the maker

What HN said

What people liked

  • Interesting work on GPU vector rendering and analytic antialiasing

    From 2 comments
    • Impressive work, Raph! As I'm sure everyone knows by now, the PostScript imaging model is hard to make work on the GPU, and its traditional geometry pipeline isn't suited well…
      Jasper_ on HN
    • > its traditional geometry pipeline isn't suited well for curves or analytic coverage-based AA I actually don't agree with this: Pathfinder shows that analytic AA works quite…
      pcwalton on HN

Objections

  • Rendering without oversampling can give wrong antialiasing at overlapping edges

    From 2 comments
    • > I’m particularly interested in the rendering quality. Shouldn't the rendering be done using oversampling? E.g. instead of 100x100, you render on 400x400, then scale back down…
      amelius on HN
    • It is true that is more correct (see https://github.com/pcwalton/pathfinder/issues/142). But my motivation is much more user interface than document rendering, so it's quite…
      raphlinus on HN
  • Layer-based compositing as in Flutter hurts performance

    From 1 comment
    • > and many people believe that damage regions are obsolete Old-style damage regions are obsolete. But new-style ones leveraging buffer age & swap-with-damage are not. Vulkan…
      kllrnohj on HN

Requests

  • Include video or visual demos

    From 1 comment

Questions

  • Could ray tracing hardware or SDF approaches help 2D rendering

    From 2 comments
    • > Well known to game developers, what is efficient on GPU is a structure-of-arrays approach. In particular, the tiling phase spends a lot of time looking at bounding boxes, to…
      dahart on HN
    • Distance fields are great! What do you think an alternative to PostScript's imaging model (Porter/Duff) formulated in terms of signed distance fields would be like? Much of…
      DonHopkins on HN

Alternatives named

  • Pathfinder

    From 2 comments
    • > its traditional geometry pipeline isn't suited well for curves or analytic coverage-based AA I actually don't agree with this: Pathfinder shows that analytic AA works quite…
      pcwalton on HN
    • That's tessellation, and it is one approach to vector graphics on GPU. Unfortunately, it's difficult to implement (floating point/fixed point error will frequently ruin your day)…
      pcwalton on HN
  • WebRender

    From 1 comment
    • Patrick is of course right here, macOS isn't quite like Flutter because it basically always texturizes, although ultimately this is under control of the programmers. And perhaps…
      raphlinus on HN
  • Flutter

    From 1 comment
    • > and many people believe that damage regions are obsolete Old-style damage regions are obsolete. But new-style ones leveraging buffer age & swap-with-damage are not. Vulkan…
      kllrnohj on HN
  • Defold

    From 1 comment
    • Defold might be an option. https://www.defold.com/
      jra101 on HN

Category, keywords, summaries and labels on this page were made by AI (Thread Reader v2) and not checked by hand. Each point links to the comments it came from.

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