Vector graphics are omnipresent in user interfaces.
In fact, you are looking at rendered vector graphics right now!
Every letter in this text is made up by vector graphics, but also more complex SVG files like the above tiger.
Every letter in this text is made up by vector graphics, but also more complex graphics (e.g. the SVG tiger above).
Still, rendering vector graphics in real time efficiently is still not a fully solved problem.
In the past, vector graphics were just rendered on the CPU, but with high resolutions, fluid animations, and power requirements of mobile hardware, that is no longer feasible.
Hence, we would like to render on the GPU.
The most natural approach is to tesselate vector graphics to triangles and leverage the traditional raster pipeline of the GPU.
However, this still requires rasterization on the CPU.
Another issue is aliasing.
Of course, we can still use MSAA like in 3D rendering, which comes with a significant performance penalty, but quality also suffers when a very thin pass "snakes" between the [sample points](https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_standard_multisample_quality_levels)(see this Chromium [issue](https://bugs.chromium.org/p/chromium/issues/detail?id=1287455#c1))