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orangeduck | 10 years ago
For example I would try converting the bezier representation into an implicit HRBF representation (here is a good explaination in 3D http://rodolphe-vaillant.fr/?e=12). This representation should be much easier to process on the GPU - checking how much the point is inside/outside the glyph should only be one matrix multiplication which would make the computation in the actual shader really really fast.
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