I've also been working on a GPU curve renderer, Windfoil, based on a formulation that Fable 5 originally proposed to me during a directed search [1]. It is similar in some ways to Slug, not always as fast, but uses less shader storage (single band instead of two) and produces higher quality anti-aliasing i.e. closer to a box-filtered ground truth.
It may be of interest to some game/graphics devs here...
It may be of interest to some game/graphics devs here...
[1] https://github.com/texel-org/windfoil-algorithm