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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Anecdotal Survey of Variations in Path Stroking among Real-world Implementations · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2007.12254/</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/2007.12254/feed.xml" rel="self" type="application/rss+xml" /><item><title>Anecdotal Survey of Variations in Path Stroking among Real-world Implementations — mentioned by dahart</title><link>https://news.ycombinator.com/item?id=45138939</link><guid isPermaLink="false">urn:hackerpapers:mention:2007.12254:45138939</guid><pubDate>Fri, 05 Sep 2025 14:20:27 GMT</pubDate><description>&lt;p&gt;Nice work! I’d love to hear about your goals with this project, do you want to get it into PDF or browser engines, or anything like that? Mark Kilgard surveyed some path rendering engines with a few curves that most have trouble with. It’d be fun to see how Rasterizer stacks up, and perhaps a nice bragging point if you dominate the competition. https://arxiv.org/pdf/2007.12254 Having used the quadratic solver code that you found on ShaderToy (sqBezier), you might be able to shave some cycles by doing a constant-folding pass on the code. It can be simplified from the state it’s in. Also the…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2007.12254/"&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>
