3D vector graphics are not as full featured as 2d vector graphics.
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...).
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...).