The project I'm most known for is basically an MSDF shader with a bloom pass. It serves my needs 100%, though if I expand to support arbitrary text, I may reach for Slug.
The one issue with MSDF I want to raise is, it seems everybody uses the same msdfgen texture creation program from Viktor Chlumský's master's thesis 11 years ago. I wish there were other implementations. Who ever heard of a graphics technique that was only ever programmed once, and then used everywhere without substantial iteration? We need to de-XKCD-2347 MSDFs for everyone's sake, including and especially Chlumský.
I haven't heard of Chlumský or MSDF before, but I think a lot of people have been aware of the technique before he published his paper, thanks to Valve's TF2 text rendering paper:
The pdf details only simple SDF, but in the closing paragraphs, it mentions the weakness of the technique and mentions how it can be solved with multiple SDFs, but the exact technique wasn't showcased.
Which led to people trying to reverse engineering it, and making their implementation, for years (it's Valve after all). Including me. Not sure if what I came up with was exactly MSDF, but certainly there are a lot of implementations out there.
I'd say what you and the others did was research, not implementation. Your results were solutions to the same problem, not variations of the same recipe. What you did is important but separate from what's concerned me.
A recipe of Chlumský's— the msdfgen utility— is widely used, but only has one producer. I'm just saying that that's a liability. Like, imagine if HarfBuzz was the only text shaper, and was maintained by one person.
rezmason · · focus · HN ↗
The project I'm most known for is basically an MSDF shader with a bloom pass. It serves my needs 100%, though if I expand to support arbitrary text, I may reach for Slug.
The one issue with MSDF I want to raise is, it seems everybody uses the same msdfgen texture creation program from Viktor Chlumský's master's thesis 11 years ago. I wish there were other implementations. Who ever heard of a graphics technique that was only ever programmed once, and then used everywhere without substantial iteration? We need to de-XKCD-2347 MSDFs for everyone's sake, including and especially Chlumský.
torginus · · focus · HN ↗
<a href="https://web.archive.org/web/20120505013814/https://www.valvesoftware.com/publications/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf" rel="nofollow">https://web.archive.org/web/20120505013814/https://www.valve...
The pdf details only simple SDF, but in the closing paragraphs, it mentions the weakness of the technique and mentions how it can be solved with multiple SDFs, but the exact technique wasn't showcased.
Which led to people trying to reverse engineering it, and making their implementation, for years (it's Valve after all). Including me. Not sure if what I came up with was exactly MSDF, but certainly there are a lot of implementations out there.
rezmason · · focus · HN ↗
I'd say what you and the others did was research, not implementation. Your results were solutions to the same problem, not variations of the same recipe. What you did is important but separate from what's concerned me.
A recipe of Chlumský's— the msdfgen utility— is widely used, but only has one producer. I'm just saying that that's a liability. Like, imagine if HarfBuzz was the only text shaper, and was maintained by one person.
tripzilch · · focus · HN ↗
while I agree with your general point, since you're asking, the table from Paul Bourke's marching cubes code comes to mind:
<a href="https://paulbourke.net/geometry/polygonise/" rel="nofollow">https://paulbourke.net/geometry/polygonise/
another one is the "fast hash" GLSL pseudo random number generator that everyone copies from Inigo Quilez:
despite those constants clearly being the result of some keyboard-bashing, they are copied far and wide :-)