GPU Bezier Curve Tessellation: Dynamic Level of Detail (LOD) in WebGPU Rendering Pipelines
Rendering complex vector paths with millions of cubic Bezier segments on the CPU creates catastrophic main-thread bottlenecks and memory bandwidth saturation. GPU-accelerated Bezier tessellation delegates segment evaluation directly to WebGPU compute shaders, adaptively subdividing curves based on screen-space zoom scale and local mathematical curvature ($LOD$) to guarantee constant 120 FPS rendering.
The Architecture of Dynamic Screen-Space Adaptive Subdivision
How compute workgroups evaluate parametric Bezier polynomials $B(t)$ in parallel:
A cubic segment $P(t) = (1-t)^3 P_0 + 3(1-t)^2 t P_1 + 3(1-t)t^2 P_2 + t^3 P_3$ is subdivided until the deviation of control points from the baseline $P_0 P_3$ is below half a physical device pixel ($\delta < 0.5\text{px}$). At high zoom factors, compute threads dynamically allocate triangle strip indices into indirect draw buffers with zero CPU re-rasterization.
Vector Tessellation Pipelines Compared
| Tessellation Pipeline | Subdivision Execution | Zoom Invariant Crispness | Frame Rate at 100k Curves |
|---|---|---|---|
| CPU Software Rasterizer (Bresenham / Skia CPU) | CPU Thread Blocking | Fixed resolution bitmap | < 15 FPS (Jank) |
| Static GPU Triangle Mesh | Pre-computed on CPU | Visible polygon facets when zoomed | 60 FPS |
| WebGPU Compute Dynamic LOD Tessellator | 100% GPU Workgroups | Infinite Dynamic Sub-Pixel Precision | 120+ FPS Rock Solid |
Evaluating Cubic Bezier Points in WGSL Shader Syntax
Compute shader kernel evaluating parametric points across $N$ workgroup threads:
@group(0) @binding(0) var<storage, read> controlPoints: array<vec2<f32>>;
@group(0) @binding(1) var<storage, read_write> outputVertices: array<vec2<f32>>;
@compute @workgroup_size(64)
fn evaluateBezierTessellation(@builtin(global_invocation_id) global_id: vec3<u32>) {
let curveIndex = global_id.x / 16u;
let stepIndex = global_id.x % 16u;
let t = f32(stepIndex) / 15.0;
let invT = 1.0 - t;
let p0 = controlPoints[curveIndex * 4u + 0u];
let p1 = controlPoints[curveIndex * 4u + 1u];
let p2 = controlPoints[curveIndex * 4u + 2u];
let p3 = controlPoints[curveIndex * 4u + 3u];
let pos = (invT * invT * invT) * p0 +
(3.0 * invT * invT * t) * p1 +
(3.0 * invT * t * t) * p2 +
(t * t * t) * p3;
outputVertices[global_id.x] = pos;
}
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