top | item 40890042 (no title) erwinh | 1 year ago Does anyone know of ways to expand this towards 3D paths with consistent screen-space stroke width? discuss order hn newest mattdesl|1 year ago Much simpler than the paper, but I have a 3D screen space implementation here[1].[1] https://mattdesl.svbtle.com/drawing-lines-is-hard amitp|1 year ago I love this page. Thank you. I bookmarked it in 2018 but still haven't used it, doh!https://wwwtyro.net/2019/11/18/instanced-lines.html is also nice. posix86|1 year ago Look at the quadratic bezier fragment shader in https://hhoppe.com/proj/ravg/ might generalize well zo 3d.
mattdesl|1 year ago Much simpler than the paper, but I have a 3D screen space implementation here[1].[1] https://mattdesl.svbtle.com/drawing-lines-is-hard amitp|1 year ago I love this page. Thank you. I bookmarked it in 2018 but still haven't used it, doh!https://wwwtyro.net/2019/11/18/instanced-lines.html is also nice.
amitp|1 year ago I love this page. Thank you. I bookmarked it in 2018 but still haven't used it, doh!https://wwwtyro.net/2019/11/18/instanced-lines.html is also nice.
posix86|1 year ago Look at the quadratic bezier fragment shader in https://hhoppe.com/proj/ravg/ might generalize well zo 3d.
mattdesl|1 year ago
[1] https://mattdesl.svbtle.com/drawing-lines-is-hard
amitp|1 year ago
https://wwwtyro.net/2019/11/18/instanced-lines.html is also nice.
posix86|1 year ago