Rendering vector typography and CAD outlines at infinite zoom without memory overhead requires dynamic GPU tessellation based on screen-space curvature.
1. Adaptive Subdivision Blueprint
- Screen-Space Error Tolerance: Subdividing Bezier segments only when the distance between chord and curve exceeds 0.5 physical pixels.
- Vertex Pulling Pipelines: Passing raw control point coordinates into storage buffers and computing vertex positions inside vertex shaders.
- Infinite Sharpness: Eliminates pixelated polygonal edges regardless of canvas zoom factor.