Vello: high performance 2D graphics - Raph Levien

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  • čas přidán 12. 02. 2024
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    ABSTRACT:
    The Vello project is extremely high performance 2D rendering engine implemented as a pipeline of GPU compute shaders. Among its goals are to offload as much of the work as possible from the CPU to the GPU, also allowing generation of the 2D scene using multiple threads.
    Imaging primitives include gradients, text, images, clipping, and potentially deeply nested blend modes. It is implemented on top of WGPU, a well-supported crate implementing the emerging WebGPU standard on both Web and native platforms, and is designed to interoperate with other Rust projects using the same infrastructure.
    In this talk, we will describe some of the technology used to build the engine, how to integrate it into applications, and of course show demos, including Lottie animation playback.
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Komentáře • 7

  • @jbca
    @jbca Před 5 měsíci +24

    Raph never stops! Constantly pushing things forward. Such an asset to the communities.

  • @will_i_craft5555
    @will_i_craft5555 Před 5 měsíci +7

    It's wild. I've seen so many cool projects in rust over the years and then joining the Zulip I realized like half of them were made by Raph.

  • @warvinn
    @warvinn Před 5 měsíci +11

    I could listen to Raph for hours, the topics are great, and I love the demonstrations

  • @flightmansam
    @flightmansam Před 5 měsíci +3

    A musescore rewrite using this would be truely game changing.

  • @BurakBagdatli
    @BurakBagdatli Před 5 měsíci +1

    I wonder if SVG editors are things that are being considered as a customer of this effort. It would be great to see the progress done here in editors that can also target print as the final product.

    • @Caellyan
      @Caellyan Před 5 měsíci +1

      Making an SVG editor is a huge feat and requires a lot of effort an people working on it. Given that Inkscape already exists there's very little motivation for anyone to create a new tool from scratch, especially such a complex one. Note that the only feature complete editor for SVGs is still a text editor because the spec allows way too much features, some of which are almost never used.
      Making an SVG editor is as complicated as creating a game engine _and_ a scene/level editor - all for a single format (which is crazy).
      Not sure how vello stands with feature completeness, but I think there's not a single 2d graphics library that can _correctly_ render all SVGs.