From c439f0e8977de30334a4fea6b650074005144821 Mon Sep 17 00:00:00 2001
From: Dorian Rudolph <mail@dorianrudolph.com>
Date: Tue, 16 Jan 2024 04:43:12 +0100
Subject: [PATCH] add more intro

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 README.md | 14 +++++++++++++-
 1 file changed, 13 insertions(+), 1 deletion(-)

diff --git a/README.md b/README.md
index b8e2267..3eab88e 100644
--- a/README.md
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 # Project Group: Vector Graphics on Modern Hardware
 
+🚧🚧🚧 **WORK IN PROGRESS** 🚧🚧🚧
+
 ![Ghostscript Tiger](assets/Ghostscript_Tiger.svg){width=350}
 
 <sup>Example of vector graphics [1]</sup>
 
+
 ## Introduction
 
 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))
 
 
 ## Plan
-- 
GitLab