> What are the practical implications of this kind of assembly language? Surely there’s more efficient means of describing 2D SDFs?
By analogy, you wouldn't program in LLVM IR, but it's a useful intermediate representation for a bunch of higher-level languages. Higher-level tools can target this representation, and then they all get to use a standard set of optimizations and algorithms (fast evaluation, rendering, etc).
By analogy, you wouldn't program in LLVM IR, but it's a useful intermediate representation for a bunch of higher-level languages. Higher-level tools can target this representation, and then they all get to use a standard set of optimizations and algorithms (fast evaluation, rendering, etc).
(I gave a recent talk that's a broad overview of this research: https://www.youtube.com/watch?v=UxGxsGnbyJ4)
> My next thought would be to evaluate the program at a low resolution to create a low res SDF texture for the shader to draw at a higher resolution.
Glad you're enjoying the challenge! You may also be interested in
https://www.redblobgames.com/x/2403-distance-field-fonts/