2d vector graphics include things like "bones" and "tweening", which are CPU algorithms. (Much like how bone processing in 3d world is also CPU-side processing).
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Consider the creation of a Beizer curve, in 2d or 3d. Do you expect this to be a CPU algorithm, or GPU algorithm? Answer: clearly a CPU algorithm.
GPU algorithms generally are triangle-only, or close to it (ex: quads) as far as geometry. Sure, there are geometry shaders, but I don't think its common practice to take a Beizer Curve definition and write a Tesselator-shader for it and output (in parallel) a set of verticies. (And if someone is doing that, I'm interested in heading / learning more about it. It seems like a parallelizable algorithm to me but the devil is always in the details...).