Christopher Dalton

22 posts

Christopher Dalton

Christopher Dalton

@csmartdalton

GPU and path rendering engineer at @rive_app.

Katılım Kasım 2022
24 Takip Edilen589 Takipçiler
Christopher Dalton retweetledi
Rive
Rive@rive_app·
🚀 MCP support is now available in Early Access. Connect the Rive Editor with AI tools to handle repetitive tasks, like creating complex View Models, State Machines, Layouts, Shapes, and more.
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Christopher Dalton
Christopher Dalton@csmartdalton·
@stephc_int13 @timsoret Those are indeed a lot of thin triangles with a lot of overdraw. The missing piece is that they are so mathematically precise, they can be rasterized at 100x+ lower resolution, and then upscaled like #L258" target="_blank" rel="nofollow noopener">github.com/rive-app/rive-…
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Stéphane Cocquereaumont
Stéphane Cocquereaumont@stephc_int13·
@timsoret @csmartdalton I am very curious about this vector rendering approach and this is something I will experiment with. But I am not entirely convinced about the performance. Have you done some A/B testing? I am seeing a large amount of very thin triangles, not exactly the best case...
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Tim Soret
Tim Soret@timsoret·
This isn't getting enough attention. Rive has solved vector feathering! The blur isn't a costly post-process convolution, it's mathematically pure at the vector level = incredible performance even with ultra large kernels. Incredible work from @csmartdalton
GIF
Rive@rive_app

Chris Dalton, who leads Rive's rendering team, set out to reinvent how graphics handle soft edges. Here's the unfiltered story behind Vector Feathering.🪶 rive.app/blog/how-rive-…

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Christopher Dalton
Christopher Dalton@csmartdalton·
@abstractalgo @timsoret The missing piece is that those triangles are so mathematically precise, they can be rasterized at 100x+ lower resolution, and then upscaled like #L258" target="_blank" rel="nofollow noopener">github.com/rive-app/rive-….
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Christopher Dalton
Christopher Dalton@csmartdalton·
@abstractalgo @timsoret You're correct that there is a lot of overdraw in the simple wireframe example, and performance would not be good if implemented exactly as shown. That diagram not actually the full story of how Rive's feathering works, and it does get faster as the blur radius gets larger!
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Christopher Dalton retweetledi
Rive
Rive@rive_app·
Introducing Vector Feathering — a new way to create vector glow and shadow effects. Vector Feathering is a technique we invented at Rive that can soften the edge of vector paths without the typical performance impact of traditional blur effects. (Audio on 🔊)
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Christopher Dalton retweetledi
Rive
Rive@rive_app·
Rive for @unity is now available as a tech preview! 🚀 Some features are still rolling out (details in thread), but you can start using it to build your game today. We’d love to have you try it out.
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Christopher Dalton retweetledi
Rive
Rive@rive_app·
Building UI for games is a mess. Rive is here to fix it. See how. 👇
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Christopher Dalton
Christopher Dalton@csmartdalton·
@mux213 @reduzio @guidorosso @StalkergJp Excellent!! And is the app expected to provide shaders specific to whatever backend backend it’s on? (HLSL for D3D, Vulkan-flavored GLSL for Vulkan, etc.?) Any chance we can enable VK_EXT_rasterization_order_attachment_access and/or VK_EXT_fragment_shader_interlock?
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Christopher Dalton
Christopher Dalton@csmartdalton·
@reduzio @guidorosso @StalkergJp @mux213 Very cool! Thank you for sharing! Are multiple render targets supported? Just browsing through the API, I've found `render_pipeline_create`, and I'm wondering if it supports multiple attachments: #class-renderingdevice-method-render-pipeline-create" target="_blank" rel="nofollow noopener">docs.godotengine.org/en/stable/clas… Is this a question for @mux213?
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Christopher Dalton retweetledi
Guido Rosso
Guido Rosso@guidorosso·
Sneak peek of dynamic animated text in @rive_app!! With real-time shaping of variable fonts.
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Christopher Dalton retweetledi
Guido Rosso
Guido Rosso@guidorosso·
To show off the power of the new @rive_app renderer, we built a game entirely with vector graphics.
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Christopher Dalton retweetledi
Guido Rosso
Guido Rosso@guidorosso·
🤯 Rive Renderer running in Chrome (--enable-webgl-draft-extensions). Note that we can render multiple pages of perfectly antialiased text at 120 fps. Of course it can all animate, just like the Marty example.
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Christopher Dalton retweetledi
Guido Rosso
Guido Rosso@guidorosso·
2020 iPhone SE running the Rive Renderer. @csmartdalton demoing
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Christopher Dalton retweetledi
Guido Rosso
Guido Rosso@guidorosso·
Update! You can see the renderer has come a long way. We’ve added clipping, blend modes, and gradients. And it’s only 151 KB (Skia’s ~5.6 MB). Perf still insane – 105 high dpi vector Martys at 120 fps. Animations out of sync to demonstrate that perf isn’t due to caching.
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Christopher Dalton retweetledi
Rive
Rive@rive_app·
🚀 You can now use Rive to build UI for games, like menus and heads-up displays! #NoesisGUI 3.2 adds support for interactive Rive animations. Follow @noesisengine for more details!
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Christopher Dalton
Christopher Dalton@csmartdalton·
@techMosavvy @guidorosso This is just an early preview of the core rendering engine! Not all features are implemented yet, but the engine will be able to handle all of them. Stay tuned for more updates 🤩
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Mo Vaid 💙
Mo Vaid 💙@techMosavvy·
@guidorosso Is there a reason for the missing/incorrect details on the Rive renderer examples?
Mo Vaid 💙 tweet mediaMo Vaid 💙 tweet media
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Guido Rosso
Guido Rosso@guidorosso·
We’re working on a new renderer at @rive_app. 🏎️ It renders lots of vectors crazy fast 🔍 …with exceptional antialiasing. 🌐 It's entirely WebGL compatible (and of course iOS, Android, Mac, Windows, Linux, etc). 🐭 It’s tiny.
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