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Comment by orangeduck

I really like this idea, but bezier curves are quite computationally difficult to use. There are many representations of these kind of continuous shapes which are much easier for this kind of processing.

For example I would try converting the bezier representation into an implicit HRBF representation (here is a good explaination in 3D http://rodolphe-vaillant.fr/?e=12). This representation should be much easier to process on the GPU - checking how much the point is inside/outside the glyph should only be one matrix multiplication which would make the computation in the actual shader really really fast.

parent orangeduck 11 years ago

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