msdfgen
nanovg
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msdfgen | nanovg | |
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27 | 2 | |
3,713 | 27 | |
- | - | |
7.0 | 0.0 | |
6 days ago | almost 5 years ago | |
C++ | C | |
MIT License | zlib License |
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msdfgen
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Shader Park Is Kinda Neat
This very well explained here https://github.com/Chlumsky/msdfgen and with more details in link d pdf.
Basically, signed distance fields allow high resolution renders from low resolution rasters which represent character shape.
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SDF font rendering & cuttoff parameter value
No idea how to help you but I will just drop this since it improved the quality for me by 1000 https://github.com/Chlumsky/msdfgen
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Best approach to render a lot of text.
And that's the complicated state of the art version for 3D perspective. Other versions are even simpler.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
This is known as a “multi-channel signed distance field”, or “msdf”.
https://github.com/Chlumsky/msdfgen
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Font question: What software do you use to create "Signed Distance Field" from OTF or TTF?
I use this, free and has been very good for me https://github.com/Chlumsky/msdfgen
- MelonJS – a fresh and lightweight JavaScript game engine
- What is the maximum number of texture2D's I can have in a single texture array uniform binding?
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Why are SDF editors not more popular for creating assets?
Distance fields are not slow to render. They don't need a powerful gpu. Valve was already using SDF for textures in 2007 and released a paper about it. MSDF (multi channel signed distance fields) is a popular text libraries for game engine devs that uses distance fields. Distance fields are fast to render in 2D and even 3D. The problem is with everything around it. Lighting, shadows, shading will all require specialized tooling and likely a specialized engine for very little benefit (imo).
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Vector Graphics on GPU
Signed distance fields only work well for relatively simple characters.
If you have highly detailed characters like Chinese or emojis, you need larger resolution to faithfully represent every detail. One way to get around excessive memory requirements is to store the characters in their default vector forms and only render the required characters on demand, but then you might as well render them at the required pixel resolution and do away with the additional complexity of SDF rendering.
SDFs are still useful though if you have to render text at many different resolutions, for example on signs in computer games, as seen in the original paper https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
In the past, SDFs also had problems with sharp corners, which has been solved in https://github.com/Chlumsky/msdfgen
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Adventures in Text Rendering: Kerning and Glyph Atlases
MSDFGen looks pretty sweet. https://github.com/Chlumsky/msdfgen
nanovg
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So you want to write a GUI framework
BGFX is a general-purpose 3D graphics engine, not a GUI nor vector graphics framework.
Nanovg is an awesome vector graphics library, but has limitations. (1) no ClearType, I fixed in my fork: https://github.com/Const-me/nanovg (2) The only way to get AA is hardware MSAA, unfortunately many popular platforms like Raspberry Pi don’t have good enough hardware to do it fast enough. Nanogui is built on top of Nanovg, shares the limitations.
I agree with the OP that Cairo and Skia are the only viable ones for Linux.
It’s sad because Windows has Direct2D for decades now (introduced in Vista), and unlike 2006, now in 2021 Linux actually has all the lower-level pieces to implement a comparable equivalent. Here’s a proof of concept: https://github.com/Const-me/Vrmac#vector-graphics-engine
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2D Graphics on Modern GPU (2019)
> in your words, that "the quality is not good"
Oh, you were asking why I said so? Because I have clicked the “notes document” link in the article, the OP used the same tiger test image as me, and that document has a couple of screenshots. And these were the only screenshots I have found. Compare them to screenshots of the same vector image rendered by my library, and you’ll see why I noted about the quality.
> Vrmacs draws paths by decomposing them into triangles, rendering them with the GPU rasterizer, and antialiasing edges using screen-space derivatives in the fragment shader.
More or less, but (a) not always, thin lines are different. (b) that’s a high-level overview but there’re many important details on the lower levels. For instance, “screen-space derivatives of what?” is an interesting question, critically important for correct and uniform stroke widths. The meshes I’m building are rotation-agnostic, and to some extent (but not completely) they are resolution-agnostic too.
> and it is perfectly capable of rendering high-quality small text on the GPU
It is, but the performance overhead is massive, compared to GPU rasterizer rendering these triangles. For real-world vector graphics that doesn’t have too much stuff per pixel that complexity is not needed because triangle meshes are good enough already.
> it looks like it occupies a sweet spot similar to NanoVG
They’re similarities, I have copy-pasted a few text-related things from my fork of NanoVG: https://github.com/Const-me/nanovg/ However, Vrmac delivers much higher quality of 2D vector graphics (VAA, circular arcs, thin strokes, etc), is much faster (meshes are typically reused across frames), and is more compatible (GL support on Windows or OSX is not good, you want D3D or Metal respectively).
What are some alternatives?
msdf-atlas-gen - MSDF font atlas generator
vello - An experimental GPU compute-centric 2D renderer.
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
libGDX - Desktop/Android/HTML5/iOS Java game development framework
troika - A JavaScript framework for interactive 3D and 2D visualizations
ds_cinder - An application framework built on Cinder
msdfgl - OpenGL implementation of the MSDF algorithm
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
harfbuzz - HarfBuzz text shaping engine
VCSamples - Samples for VC++