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This article discusses the enduring use of bezier curves in computer graphics and proposes improvements to enhance their smoothness and intuitiveness, correcting misconceptions about tangent constraints in pen tools.
This paper presents a method for evaluating Bézier curves on the GPU using texture lookups, improving efficiency for graphics applications.
This paper proposes a glyph rendering algorithm based on GPU shaders—the scanline sweeper. By analyzing the quadratic Bézier representation of glyph contours, it computes scanline coverage within pixel windows, achieving high-quality anti-aliased rendering while reducing memory usage and supporting arbitrary transformations.