July 2nd, 2024

GPU-Friendly Stroke Expansion

The paper introduces a GPU-friendly technique for stroke expansion in vector graphics, optimizing GPU rendering with parallel algorithms and minimal preprocessing. It addresses efficient rendering of stroked paths, enhancing performance in vector graphics.

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GPU-Friendly Stroke Expansion

The paper titled "GPU-friendly Stroke Expansion" by Raph Levien and Arman Uguray introduces a technique for stroke expansion in vector graphics, specifically focusing on generating outlines representing the stroke of input paths. The method is designed for GPU execution using a fully parallel algorithm, suitable for compute shaders with minimal preprocessing. The output can consist of line or circular arc segments, optimized for GPU rendering with a minimal number of segments. The paper presents innovative approaches, such as encoding vector graphics primitives for parallel processing and using an Euler spiral-based method for approximating parallel curves and evolutes. This work addresses the challenge of rendering stroked paths efficiently on GPUs, offering solutions for continuity and correctness constraints. The approach aims to enhance the performance of rendering stroked paths in vector graphics applications.

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Link Icon 17 comments
By @djoldman - 3 months
Gotta like:

> Stroke expansion is a global problem, with challenging constraints on continuity and correctness. Nonetheless, we implement it using a fully parallel algorithm suitable for execution in a GPU compute shader, with minimal preprocessing.

It's hard but we did it anyway.

By @a_e_k - 3 months
If you're interested in this, let me also plug the High Performance Graphics 2024 conference where this paper was accepted and will be presented at the end of the month. It'll be co-located with SIGGRAPH 2024 in Denver, CO. Come for HPG, stay for SIGGRAPH.

Here's the full program: https://www.highperformancegraphics.org/2024/program/

(Disclosure: I'm on the HPG conference committee.)

By @DLoupe - 3 months
Oops, he did it again. Congrats Raph, and thanks - your work and your writing have been an inspiration to me for my entire career (~25 years).
By @enriquto - 3 months
Happy to see the neverending fruits of using Euler spirals in place of Béziers. Very few people can boast of such influential phd work.
By @amelius - 3 months
I'd like to see calligraphic paths. I.e., you have some primitive like an ellipse that you move along a path while keeping its orientation fixed wrt the coordinate system.

This is something that Adobe Illustrator could do 20 years ago, but is still not possible in Inkscape. I.e., you select a path, set a calligraphic pen on it, and then optionally covert the stroke to its outline path.

By @montroser - 3 months
Stroke expansion is one of those things that initially seems obvious and intuitive, but then turns out to be wildly complex once you embark upon handling all of the many edge cases.
By @robinduckett - 3 months
Only last week I was trying to find out how to draw a dashed stroke on a path without needing a separate draw call for each dashed segment. I hope someone makes a library that uses this technique, it may be slightly beyond my abilities to implement myself.
By @mehmetoguzderin - 3 months
Fascinating, to say the least, especially considering the execution time in comparison to the best CPU result. I might be skimming too fast, but are there also CPU timings for stress test scenes in the paper, including mmark, etc.?
By @Klaster_1 - 3 months
I heard that text rendering on GPU is hard, can the proposed approach pave the road to a reliable and widespread solution?
By @posix86 - 3 months
Looks interesting! Another interesting paper on this subject is 1. They seem to have a different approach; the one I reference uses a quadratic bezier approximation that is fast for random access graphics such as fragment shaders. This is very useful for having screen space constant width shapes in 2- or 3d space, skimming the paper that appears to require much more preprocessing.

1: https://hhoppe.com/proj/ravg/

By @azeirah - 3 months
If this is novel and as reliable as I feel like they're claiming it to be, then this might be really big for svg-rendering in the web, absolutely amazing!
By @aappleby - 3 months
Google Maps does stroke expansion in WebGL 1 vertex/pixel shaders. The vertex shader converts a linear path-segment "instance" into a quad with correctly beveled/extended endpoints, the pixel shader does some normalization and distance-field-esque math (there's no actual distance field texture) to produce analytically antialiased line segments with circular caps.
By @YmiYugy - 3 months
In the comparison it seems like Skia is quite a bit faster on the CPU than your solution, but at the cost of some robustness. Is this actually something that matters for typical applications like web browsers or UI toolkits?
By @martin293 - 3 months
Could anyone please explain what stroke expansion actually is either on high school or math undergrad level?
By @YmiYugy - 3 months
Do you have a rough idea whether doing this on the GPU is worth it on mobile devices with regards to energy consumption? I imagine many typical web and UI toolkit uses of this aren't limited by raw performance.
By @erwinh - 3 months
Does anyone know of ways to expand this towards 3D paths with consistent screen-space stroke width?