linebender / linebender/vello

Why the flatten stage process the data in the local space?

Open
#1,326 0 comments 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

Dominant language
Rust
Stars
4.3k
Forks
300
Avg merge
2d 13h
Merged PRs (30d)
61

Description

Hi there

I am re-reading the vello shader code recently, I found the flatten stage uses the local space to process the curve to the line segments **with the scale factor to deal with the stroke width**.

But why it is in local space?

First I think the local space wastes lots of compute. If I can transform it in the screen space, maybe I can filter out the data at first.

Second, what if my scale is not isotropic? Like in x axis scale 2, but in y axis scale only 0.5?

This is pretty common when I have the stroke width fixed in screen space, not in local space. Also I have to deal with the transformation which is very likely to be anisotropy.

Really hope to get some reply.

Thanks a lot!

Contributor guide

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reading the Vello shader code for the flatten stage and tracing how local-space curves, line segments, scale factors, and stroke width are handled. Investigate the consequences of moving processing to screen space, including early filtering and anisotropic transforms. Done would require a documented design decision or an agreed implementation plan for these cases.

Written by the indexing model from the issue text.

Assessment

Tech stack
rust
Domain
computer-graphics
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.