Christopher Dalton retweetledi
Christopher Dalton
22 posts

Christopher Dalton
@csmartdalton
GPU and path rendering engineer at @rive_app.
Katılım Kasım 2022
24 Takip Edilen589 Takipçiler
Christopher Dalton retweetledi

@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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@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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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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@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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@timsoret @csmartdalton isn't it just a scatter vs gather approach?
overdraw can still hurt perf if excessive
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@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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So excited to see the past year of brainstorming finally go live!
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
Christopher Dalton retweetledi
Christopher Dalton retweetledi

@mux213 @reduzio @guidorosso @StalkergJp Is there a sample "hello world" project I can tinker with that uses the low level rendering API?
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@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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@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

Sneak peek of dynamic animated text in @rive_app!!
With real-time shaping of variable fonts.
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Christopher Dalton retweetledi

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
Christopher Dalton retweetledi

Christopher Dalton retweetledi
Christopher Dalton retweetledi

🚀 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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@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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@guidorosso Is there a reason for the missing/incorrect details on the Rive renderer examples?


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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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