Show HN: SVG Triangulation for WebGL
mattdesl.github.io
mattdesl.github.io
Have you seen this paper: http://www.msr-waypoint.net/en-us/um/people/cloop/LoopBlinn0... ?
I agree Loop-Blinn produces better results, and I would like to see it implemented in WebGL, but it adds a great deal of complexity and tightly couples the code with the rendering engine (eg: ThreeJS, stackgl).
The curve approximation is done here:
The bits that do Loop-Blinn are here, https://github.com/cscheid/lux/blob/master/src/lux/text/outl..., while the bits that decide the color of the text go elsewhere.
Look at 'unconed's MathBox for this kind of thing taken to incredible heights, or https://github.com/kovasb/gamma for the ClojureScript analogue.
It seems very tightly coupled to Lux; it would have to be re-implemented for ThreeJS, StackGL, MathBox, Pixi, etc.
Gamma and glslify are great ways of modularizing GLSL. I don't feel that modular WebGL is a solved problem, though.
I am working on rendering a human body in a web app. I think I can take little help from this paper.
Have you measured the performance of this form of tessellation vs. using GL_INVERT on the stencil buffer to implement the even-odd fill rule? I've always been curious about the relative performance of the two approaches when you have to tessellate at runtime.
Unfortunately you lose MSAA with the stencil buffer approach.
I don't think that's the case. Depth and stencil buffers are multisampled too.
This makes e.g. stencil shadow volumes look really good on new hardware. The edges are sharp but there's no pixelation artifacts.
Additionally, there's a new GL extension in Nvidia Maxwell GM204, which allows using more stencil samples to get prettier filled paths or shadow volumes: https://developer.nvidia.com/sites/default/files/akamai/open...