- From: Nikos Andronikos via GitHub <sysbot+gh@w3.org>
- Date: Mon, 05 Sep 2016 01:30:00 +0000
- To: public-svg-issues@w3.org
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. -- GitHub Notification of comment by nikosandronikos Please view or discuss this issue at https://github.com/w3c/svgwg/issues/257#issuecomment-244641321 using your GitHub account
Received on Monday, 5 September 2016 01:30:10 UTC