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audulus
vger
C2022–2023
audulus / vger

vger

2D GPU renderer for dynamic UIs

2Distinct people
6Mentions
0Explicit recommenders
325GitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

2D GPU renderer for dynamic UIs

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

Mentioned in the same Hacker News threads. That is not proof they are substitutes.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 6:01:32 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by month6 dated mentions

Observed mentions: 2022-08-10 23:43:37 UTC to 2023-05-16 09:10:37 UTC.

0123452022-08-01 00:00:00 UTC to 2022-09-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 commentsAug 20222022-09-01 00:00:00 UTC to 2022-10-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-10-01 00:00:00 UTC to 2022-11-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-11-01 00:00:00 UTC to 2022-12-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2022-12-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 commentsDec 20222023-01-01 00:00:00 UTC to 2023-02-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-02-01 00:00:00 UTC to 2023-03-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-03-01 00:00:00 UTC to 2023-04-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-04-01 00:00:00 UTC to 2023-05-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-05-01 00:00:00 UTC to 2023-06-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 commentsMay 2023

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
Aug 20222022-08-01 00:00:00 UTC2022-09-01 00:00:00 UTC505
Sep 20222022-09-01 00:00:00 UTC2022-10-01 00:00:00 UTC000
Oct 20222022-10-01 00:00:00 UTC2022-11-01 00:00:00 UTC000
Nov 20222022-11-01 00:00:00 UTC2022-12-01 00:00:00 UTC000
Dec 20222022-12-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
Jan 20232023-01-01 00:00:00 UTC2023-02-01 00:00:00 UTC000
Feb 20232023-02-01 00:00:00 UTC2023-03-01 00:00:00 UTC000
Mar 20232023-03-01 00:00:00 UTC2023-04-01 00:00:00 UTC000
Apr 20232023-04-01 00:00:00 UTC2023-05-01 00:00:00 UTC000
May 20232023-05-01 00:00:00 UTC2023-06-01 00:00:00 UTC101

What Hacker News says

5 sources
I've done a library for vector graphics on the GPU which works pretty well for my uses: https://github.com/audulus/vger and a rust version: https://github.com/audulus/vger-rs (which powers my rust GUI library: https://github.com/audulus/rui) Here's the approach for rendering path fills. From the readme: > The bezier path fill case is somewhat original. To avoid having to solve quadratic equations (which has numerical issues), the fragment function uses a sort-of reverse Loop-Blinn. To determine if a point is inside or outside, vger tests against the lines formed between the endpoints of each bezier curve, flipping inside/outside for each intersection with a +x ray from the point. Then vger tests the point against the area between the bezier segment and the line, flipping inside/outside again if inside. This avoids the pre-computation of L
Read the rest
oop-Blinn, and the AA issues of Kokojima. It works pretty well, and doesn't require as much preprocessing as the code in the article. Also doesn't require any GPU compute (though I do use GPU compute for some things). I think ultimately the approach in the article (essentially Piet-metal, aka tessellating and binning into tiles) will deliver better performance, and support more primitives, but at greater implementation complexity. I've tried the Piet-metal approach myself and it's tricky! I like the simpler Shadertoy/SDF inspired approach :)
In Vector graphics on GPU

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