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Mark Kilgard from NVIDIA has been beating this drum for a couple decades. It's not simple.

His latest paper is about how to handle stroking of cubic splines: https://arxiv.org/abs/2007.00308

He gives it as a talk, but you have to sign up with NVIDIA: https://developer.nvidia.com/siggraph/2020/video/sig03-vid



Ah, polar stroking, a really clever tick to sample a curves vertices where it matters and guarantee a uniform tangent angle in between the samples.

I actually implemented that (but using complex numbers instead of angles) in my renderer.




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