![forma logo](https://github.com/google/forma/raw/main/assets/images/logo.png?raw=true)
![](https://dcbadge.vercel.app/api/server/CYtcmqgh)
A (thoroughly) parallelized experimental Rust vector-graphics renderer with both a software (CPU) and hardware (GPU)
back-end having the following goals, in this order:
- Portability; supporting Fuchsia, Linux, macOS, Windows, Android & iOS.
- Performance; making use of compute-focused pipeline that is highly parallelized both at the instruction-level and the thread-level.
- Simplicity; implementing an easy-to-understand 4-stage pipeline.
- Size; minimizing the number of dependencies and focusing on vector-graphics only.
It relies on Rust's SIMD auto-vectorization/intrinsics and Rayon to have good performance on the CPU, while using WebGPU (wgpu) to take advantage of the GPU.
Getting started
Add the following to your Cargo.toml
dependencies:
forma = { version = "0.1.0", package = "forma-render" }
4-stage Pipeline
1. Curve flattening |
2. Line segment rasterization |
3. Sorting |
4. Painting |
Bézier curves |
line segments |
pixel segments |
sorted pixel segments, old tiles |
⬇️⬇️⬇️ |
⬇️⬇️⬇️ |
⬇️⬇️⬇️ |
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line segments |
pixel segments |
sorted pixel segments |
freshly painted tiles |
Implementation Highlights ✨
Here are a few implementation highlights that make forma stand out from commonly used vector renderers.
Curvature-aware flattening
All higher cubic Béziers are approximated by quadratic ones, then, in parallel, flattened to line segments according to their curvature. This [technique] was developed by Raph Levien.
[technique]: https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
Cheap translations and rotations
Translations and rotations can be rendered without having to re-flatten the curves, all the while maintaining full quality.
Parallel pixel grid intersection
Line segments are transformed into pixel segments by intersecting them with the pixel grid. We developed a simple method that performs this computation in *O(1)* and which is run in parallel.
Efficient sorting
We ported [crumsort] to Rust and parallelized it with Rayon, delivering improved performance over its pdqsort implementation for 64-bit random data. Scattering pixel segments with a sort was inspired from Allan MacKinnon's work on [Spinel].
[crumsort]: https://github.com/google/crumsort-rs
[Spinel]: https://cs.opensource.google/fuchsia/fuchsia/+/main:src/graphics/lib/compute/spinel/
Update only the tiles that change (currently CPU-only)
We implemented a fail-fast per-tile optimizer that tries to skip the painting step entirely. A similar approach could also be tested on the GPU.
Animation as it appears on the screen |
Updated tiles only |
![](https://github.com/google/forma/raw/main/assets/images/spaceship.webp?raw=true) |
![juice animation updated tiles](https://github.com/google/forma/raw/main/assets/images/spaceship-damage.webp?raw=true) |
You can run the demo above with:
cargo run --release -p demo -- spaceship
Similar Projects
forma draws heavy inspiration from the following projects:
- [Spinel], with a Vulkan 1.2 back-end
- vello, with a wgpu back-end
Example
You can use the included demo
example to render a few examples, one of which is a non-compliant & incomplete SVG renderer:
cargo run --release -p demo -- svg assets/svgs/paris-30k.svg
It renders enormous SVGs at interactive framerates, even on CPU: (compare to your web browser)
![window rendering map of Germany](https://github.com/google/forma/raw/main/assets/images/paris-30k-rendered.png?raw=true)
(Currently) Missing Pieces 🧩
Since this project is work-in-progress, breakage in the API, while not drastic, is expected. The performance on the GPU back-end is also expected to improve especially on mobile where performance is known to be poor and where the CPU back-end is currently advised instead.
Other than that:
- Automated layer ordering
- Strokes
- More color spaces for blends & gradients
- Faster GPU sorter
- Use of
f16
for great mobile GPU performance
Note
This is not an officially supported Google product.