High Performance Graphics and Text Rendering on the GPU
summary
Demo shows crisp, scalable text rendered entirely on the GPU using CS paint, which wraps Vulkan (using the Vulkan C++ bindings) and GLM; text uses a small fragment shader that samples a texture produced by a multi-channel signed distance field, computes a median of three channels and smoothstep to produce sharp outlines at any scale. Source, demo and build scripts live on GitHub, Latin-1 atlas generation runs ~250 ms, MoltenVK enables macOS, and planned work includes HarfBuzz integration and on-the-fly glyph atlas creation.
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chapters (7)
- 0:00Start
- 8:17showing how fonts scale
- 14:03start at the very beginning of a vulcan
- 28:13scaling up text on the cpu
- 34:30set up a smoothing constant
- 50:00creating the distance field textures on the fly
- 52:20generate geometry for each individual glyph








