Re: [svgwg] Photoreal gradienting: Alternatives to mesh gradient

As a general comment, this is a direction I would love to go with SVG 
in the future. I think  procedural textures in particular would be 
very useful and popular.

My company has been looking at Diffusion Curves as a method for 
rendering advanced gradients.
See http://andronikos.id.au/pub/ for some talks
And http://nikosandronikos.github.io/svg-adv-grad/ for a very draft 
proposal
Diffusion curves are a nice example of a higher level abstraction for 
gradients. But they're expensive to render.
The gradient meshes described in SVG 2 can be rendered via 
triangulation, so they should be able to be accelerated via the GPU - 
though perhaps with a one off initial expense. The triangle mesh 
format described by Boyé et al in [A vectorial solver for free-form 
vector gradients](http://dl.acm.org/citation.cfm?id=2366192) is a nice
 format that can be GPU accelerated and provides a lot of power (e.g. 
a lot of other gradient representations can be converted into that 
format for rendering).

There's a lot of cool things we could do, but I think it is important 
to focus on GPU implementable algorithms, and we need either need to 
keep things at a high enough level that authors can understand them, 
or provide a higher level of abstraction in addition (though this 
could also be achieved via libraries). Filter Effects is an example of
 something that is not very author friendly.

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Received on Monday, 5 September 2016 01:30:10 UTC