Recent submissions

Comment · 1 year ago
True... this was a conscious trade-off at Figma since it needs to support designs for web, iOS, Android, etc. That unfortunately means it doesn't map 1:1 to any of them.
Comment · 2 years ago
I'm guessing the comment was downvoted because the suggestions are mentioned in the first paragraph of the article...

> After trying a few stopgap solutions—like purchasing M1 Maxs for our team—build times gradually reverted to their original pace; Ccache and remote caching weren’t enough either.

Comment · 2 years ago
Figma supported vector networks a few years before that thesis was written (I worked there at the time).
Comment · 2 years ago
Hmm, why does this page say that iOS has 1.26% support? Safari developer preview isn't supported on iOS, and neither are non-Apple browser engines.
Comment · 5 years ago
Strongly recommend either The Way of Kings or Mistborn. They're the first books in two separate series of his. The Way of Kings is epic fantasy. Mistborn is somewhere between fantasy and YA.
Comment · 6 years ago
Neat! In my experience jump flooding on the GPU is faster than any CPU side approach for images bigger than a few hundred pixels. It's O(n ^ 2 log n) which sounds really expensive, but it requires just O(log n) draw calls.

The link you provided also describes a GPU amenable approach, but it says that jump flooding on the GPU is faster.

> For a more efficient GPU-amenable method, see also jump flooding by Rong and Tan. Their method generates a closest point coordinate field from which a distance field can be derived.

Comment · 6 years ago
Ah, thanks for clarifying! I think someone already called this out above, but the benefit of the approach I describe is that you only need one sample per pixel. Four samples per pixel starts to feel pretty slow on my machine, and I suspect you'd need more than that to make the averaging approach look good.
Comment · 6 years ago
There are definitely more physically accurate ways to render soft shadows, but AFAIK they all involve some kind of bounce lighting where light bounces off of objects in the scene and indirectly lights other parts of it.

This looks great when combined with area light sources, like you suggest, but in my experience it's too slow for interactive demos.

I'd love to be proven wrong on this :)

Comment · 6 years ago
Comment · 6 years ago
Thanks! I just pushed a fix. Does it work now?
Comment · 6 years ago
Thanks! I just pushed a fix. Does it work now?

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