<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Polar Stroking: New Theory and Methods for Stroking Paths · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2007.00308/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2007.00308/feed.xml" rel="self" type="application/rss+xml" /><item><title>Polar Stroking: New Theory and Methods for Stroking Paths — mentioned by user____name</title><link>https://news.ycombinator.com/item?id=45882686</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.00308:45882686</guid><pubDate>Tue, 11 Nov 2025 00:24:21 GMT</pubDate><description>&lt;p&gt;Bezier curves can generate degenerate geometry when flattened and stroke geometry has to handle edge cases. See for instance the illustration on the last page of the Polar Stroking paper: https://arxiv.org/pdf/2007.00308 There are also things like interpretting (conflating) coverage as alpha for analytical antialiasing methods, which lead to visible hairline cracks.&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.00308/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Polar Stroking: New Theory and Methods for Stroking Paths — mentioned by raphlinus</title><link>https://news.ycombinator.com/item?id=34310802</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.00308:34310802</guid><pubDate>Mon, 09 Jan 2023 14:40:32 GMT</pubDate><description>&lt;p&gt;I would say the most likely reason is that 2D graphics is just plain hard. Jasper&amp;#x27;s classic essay[1] goes into more detail. That said, I&amp;#x27;d really love to see more stuff along the lines of what you describe. I think Vello could render, for example, something that visually looks like Mini Metro or Mini Motorways. I also of course would be a massive fan of using Euler spirals - the only curve that&amp;#x27;s truly, really simpler is quadratic Béziers, and making those look good in your application would be hard. I&amp;#x27;m about to do a lot of Euler spiral math on GPU as part of the stroke rework, which you may…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.00308/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Polar Stroking: New Theory and Methods for Stroking Paths — mentioned by polarstroking</title><link>https://news.ycombinator.com/item?id=32892100</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.00308:32892100</guid><pubDate>Sun, 18 Sep 2022 22:32:02 GMT</pubDate><description>&lt;p&gt;https://arxiv.org/abs/2007.00308&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.00308/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Polar Stroking: New Theory and Methods for Stroking Paths — mentioned by bsder</title><link>https://news.ycombinator.com/item?id=32418985</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.00308:32418985</guid><pubDate>Wed, 10 Aug 2022 22:01:54 GMT</pubDate><description>&lt;p&gt;Mark Kilgard from NVIDIA has been beating this drum for a couple decades. It&amp;#x27;s not simple. His latest paper is about how to handle stroking of cubic splines: https://arxiv.org/abs/2007.00308 He gives it as a talk, but you have to sign up with NVIDIA: https://developer.nvidia.com/siggraph/2020/video/sig03-vid&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.00308/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Polar Stroking: New Theory and Methods for Stroking Paths — mentioned by raphlinus</title><link>https://news.ycombinator.com/item?id=27194430</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.00308:27194430</guid><pubDate>Tue, 18 May 2021 13:43:54 GMT</pubDate><description>&lt;p&gt;Also see Polar Stroking[1] which covers similar ground. [1]: https://arxiv.org/abs/2007.00308&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.00308/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Polar Stroking: New Theory and Methods for Stroking Paths — mentioned by raphlinus</title><link>https://news.ycombinator.com/item?id=26200923</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.00308:26200923</guid><pubDate>Sat, 20 Feb 2021 02:30:56 GMT</pubDate><description>&lt;p&gt;Tangentially, huh? So the underlying operation of finding a parallel &amp;quot;curve&amp;quot; is trivial when the curve is a line, as it&amp;#x27;s just another line. That doesn&amp;#x27;t mean the problems is simple, though. One challenge (which I didn&amp;#x27;t address in the post, nor do I have code yet) is dealing with corners, as there are the usual choices of round, miter, and bevel. Of these, only round represents a true Minkowski sum. The others are generally more commonly used. Btw, see &amp;quot;Polar Stroking&amp;quot; [1] for more details on this. I came very close to linking it. The second detail is the &amp;quot;trimming&amp;quot; as the parallel curve…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.00308/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item></channel></rss>
