Speaking of going out on a limb: are you aware of Mark Kikgard's work on GPU 
accelerated path rendering?

http://www.slideshare.net/mobile/Mark_Kilgard/gtc-2014-nvidia-path-rendering

There is obvious *thematic* overlap, with the promise of faster, more accurate 
2D graphics using LESS power. Rendering without artefacts at optimal speed for 
a given resolution also sounds an awful lot like "efficiently find the most 
accurate solution for a given precision" 

The going out on a limb part is the thought that just maybe the "stencil, then 
cover" approach has some complementary technical overlap with the ubox approach 
as well? Might be worth checking out.  A technical paper on the subject can be 
found here:

https://developer.nvidia.com/gpu-accelerated-path-rendering

(Frustratingly the work involves a lot of software patents 
http://patents.justia.com/inventor/mark-j-kilgard )

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