Drawing Lines is Hard – an interactive look at GPU line rendering
mattdesl.svbtle.com
mattdesl.svbtle.com
Shader-Based Antialiased, Dashed, Stroked Polylines http://jcgt.org/published/0002/02/08/
This is a very throughout implementation with many different drawing features and beautiful results. The actual implementation provided with the Python examples is a bit difficult to understand and not perhaps the most optimal, but still the paper and the theory behind it is one of the most comprehensive I've found.
I remember from Mark Kilgard's notes that NV_path_rendering on top of the stock OpenGL pipeline wasn't feasible, which pretty much killed it for general usage. Fantastic functionality, but nobody outside NVIDIA was ever going to implement that extension; the thing was gigantic.
Thanks for such a clear write-up and all the links.
(If this sounds like your cup of tea, message me :))
* infoviz lead: handling design+impl of high-density data viz (imagine interacting with million node graphs). Coding-wise, clientside WebGL, D3, and serverside, node + c + opencl + our custom (GP)GPU cluster stack. It'll involve pushing what's possible in data viz, both in design & performance.
* frontend lead: UX/app/product design, meaning JS/CSS/whatever frameworks you want to bring in (e.g., React). GL is not necessary, but you'll probably want to get your hands dirty.
Msg build@graphistry.com and we can figure it out!
Anyone know the reason behind this? I'm guessing it's sort of triangle bounding error where something is being divided by a tiny divisor. It happens when I draw the snake in an arc, then retrace the arc from the same angle but in the opposite direction.
Note: a drawback that comes with miter-joined lines is sharp edges. When the angle connecting two segments is very sharp, the miter length grows exponentially toward infinity, and causes huge artifacts in rendering. In some applications this may not be a problem, in others you might want to limit the miter or fall back to another join (i.e. bevel) when the angle is too sharp.
I'm not sure what people want to achieve. So, how well works Scalable Vector Graphics for you?
the format in which the strokes or shapes are stored is not relevant.