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Looks interesting! Another interesting paper on this subject is 1. They seem to have a different approach; the one I reference uses a quadratic bezier approximation that is fast for random access graphics such as fragment shaders. This is very useful for having screen space constant width shapes in 2- or 3d space, skimming the paper that appears to require much more preprocessing.

1: https://hhoppe.com/proj/ravg/




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