compaster VS vger-rs

Compare compaster vs vger-rs and see what are their differences.

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compaster vger-rs
1 1
16 227
- 1.8%
0.0 7.8
over 1 year ago 4 months ago
Rust Rust
- MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

compaster

Posts with mentions or reviews of compaster. We have used some of these posts to build our list of alternatives and similar projects.

vger-rs

Posts with mentions or reviews of vger-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-10.
  • Vector Graphics on GPU
    10 projects | news.ycombinator.com | 10 Aug 2022
    I've done a library for vector graphics on the GPU which works pretty well for my uses:

    https://github.com/audulus/vger

    and a rust version:

    https://github.com/audulus/vger-rs

    (which powers my rust GUI library: https://github.com/audulus/rui)

    Here's the approach for rendering path fills. From the readme:

    > The bezier path fill case is somewhat original. To avoid having to solve quadratic equations (which has numerical issues), the fragment function uses a sort-of reverse Loop-Blinn. To determine if a point is inside or outside, vger tests against the lines formed between the endpoints of each bezier curve, flipping inside/outside for each intersection with a +x ray from the point. Then vger tests the point against the area between the bezier segment and the line, flipping inside/outside again if inside. This avoids the pre-computation of Loop-Blinn, and the AA issues of Kokojima.

    It works pretty well, and doesn't require as much preprocessing as the code in the article. Also doesn't require any GPU compute (though I do use GPU compute for some things). I think ultimately the approach in the article (essentially Piet-metal, aka tessellating and binning into tiles) will deliver better performance, and support more primitives, but at greater implementation complexity. I've tried the Piet-metal approach myself and it's tricky! I like the simpler Shadertoy/SDF inspired approach :)

What are some alternatives?

When comparing compaster and vger-rs you can also consider the following projects:

Egregoria - Contemplative society simulation

nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL

luminance-rs - Type-safe, type-level and stateless Rust graphics framework

vger - 2D GPU renderer for dynamic UIs

rui - Declarative Rust UI library

contrast_renderer - Contrast is a WebGPU based 2D render engine written in Rust

glyphy - GLyphy is a signed-distance-field (SDF) text renderer using OpenGL ES2 shading language.

msdfgen - Multi-channel signed distance field generator