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Frontend and UI
vector-graphics
2D vector graphics renderer
Skia, Vello
System
Techniques · 5
Primitives · 18
vector-graphics
Polygon tessellation
geometry · medium: Triangulate polygons with holes (ear clipping, earcut, monotone sweep)
Path rasterization coverage
graphics · medium: Scanline or sparse-strip coverage accumulation with nonzero and even-odd fill and analytic antialiasing
Stencil then cover
graphics · medium: GPU path filling by stencil winding counts followed by a cover pass
Stroke expansion
graphics · medium: Convert strokes to fill outlines: joins, caps, dashes, offset curves
Tile based binning
graphics · medium: Bin primitives into screen tiles, then render each tile in fast local memory
Bézier curves
graphics · low: Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.
›
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
GPU command buffers
graphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.
›
Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
Alpha compositing
graphics · low: Porter-Duff compositing with premultiplied alpha and blend modes
Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
›
Display list recording
graphics · low: Record draw commands into a replayable list for caching, culling and off-thread raster
Image resampling filters
graphics · low: Resize an image by convolving with a kernel (box, triangle, cubic, Lanczos) whose width scales with the shrink factor, done as two separable 1-D passes with precomputed weights.
›
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Rectangle bin packing
optimization · low: Skyline, guillotine and MaxRects packing for texture and glyph atlases
Exact geometric predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
Floating-point error
numerics · low: How IEEE 754 rounding error accumulates and how to contain it: compensated (Kahan/Neumaier) and pairwise summation, error-free transformations with FMA, ULP comparisons.
›
Triangle rasterization
graphics · low: Triangle setup, edge functions, depth buffering for viewport rendering
GPU compute shaders
ml-training · low: The vendor-neutral GPU launch model of Metal, Vulkan and WebGPU: a grid of workgroups, shared memory, barriers and subgroups, driven by recorded command buffers.
›
Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
+ 2 more primitives
System
Techniques · 5
Primitives · 18
vector-graphics
Polygon tessellation
geometry · medium: Triangulate polygons with holes (ear clipping, earcut, monotone sweep)
Path rasterization coverage
graphics · medium: Scanline or sparse-strip coverage accumulation with nonzero and even-odd fill and analytic antialiasing
Stencil then cover
graphics · medium: GPU path filling by stencil winding counts followed by a cover pass
Stroke expansion
graphics · medium: Convert strokes to fill outlines: joins, caps, dashes, offset curves
Tile based binning
graphics · medium: Bin primitives into screen tiles, then render each tile in fast local memory
Bézier curves
graphics · low: Smooth curves defined by 3-4 control points, evaluated and split with repeated linear interpolation (de Casteljau) and flattened to lines with a closed-form segment count.
›
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
GPU command buffers
graphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.
›
Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
Alpha compositing
graphics · low: Porter-Duff compositing with premultiplied alpha and blend modes
Color space conversion
graphics · low: Convert pixels between transfer curves (sRGB, linear light), primaries (sRGB, Display P3, XYZ) and Y'CbCr, using tables for the curve and 3x3 matrices for the rest.
›
Display list recording
graphics · low: Record draw commands into a replayable list for caching, culling and off-thread raster
Image resampling filters
graphics · low: Resize an image by convolving with a kernel (box, triangle, cubic, Lanczos) whose width scales with the shrink factor, done as two separable 1-D passes with precomputed weights.
›
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Rectangle bin packing
optimization · low: Skyline, guillotine and MaxRects packing for texture and glyph atlases
Exact geometric predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Half edge mesh
graphics · low: Half-edge mesh connectivity for editable polygon meshes
Floating-point error
numerics · low: How IEEE 754 rounding error accumulates and how to contain it: compensated (Kahan/Neumaier) and pairwise summation, error-free transformations with FMA, ULP comparisons.
›
Triangle rasterization
graphics · low: Triangle setup, edge functions, depth buffering for viewport rendering
GPU compute shaders
ml-training · low: The vendor-neutral GPU launch model of Metal, Vulkan and WebGPU: a grid of workgroups, shared memory, barriers and subgroups, driven by recorded command buffers.
›
Convolution image filters
graphics · low: Separable 2D convolution kernels for blur, sharpen (unsharp mask) and edges with border handling
Gpu synchronization fences
graphics · low: Fences, timeline semaphores and sync files between GPU queues, CPU and processes
Chroma subsampling
media · low: 4:2:0/4:2:2 colour plane downsampling and siting
Copy for AI
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