Vector Graphics Renderer Article Series - Complete Index

Introduction (Theme 0)

Foundational Knowledge

Interactive Examples (Planned)


Foundation & Integration (Theme 1)


Vector Graphics Rendering (Theme 2)


Blend Modes & Effects (Theme 3)


Shaders & Transforms (Theme 4)


Performance & Architecture (Theme 5)


WebGL & Browser Integration (Theme 6)


Special Topics (Theme 7)


Series Statistics

Total: 29 articles

For Beginners to Skia/CanvasKit

  1. Start with Theme 0 (Introduction)
  2. Read interactive examples as they're published
  3. Move to Theme 1 (Foundation)
  4. Pick articles by interest from other themes

For Graphics Engineers

  1. Skim Theme 0 for CanvasKit specifics
  2. Jump to Theme 2 (Graphics) for visual algorithms
  3. Theme 4 (Shaders) for GPU details
  4. Theme 5 (Performance) for optimization

For "How Does Figma Work?"

  1. 0.1, 0.2 - Foundation
  2. 1.1 - Vector networks
  3. 4.1 - Why raw WebGL
  4. 2.2 - Corner radius
  5. 2.4 - Dashes
  6. 5.1 - Scale challenges

Key Insights Across Series

  1. CPU-GPU boundary matters - path.transform() bottleneck explains why Figma uses raw WebGL (4.1)
  2. Real-world data breaks assumptions - 100k+ vertices in flattened text (5.1)
  3. Topology > paths - Segment boundaries needed for effects (1.1, 2.4)
  4. Memory allocation compounds - Unbounded layers: 240MB/frame (1.2)
  5. Math isn't magic - Bezier constant RΓ—(4Γ—(√2-1))/3 is derived (2.2)
  6. Build systems lie - Flags don't work as documented (6.1)

Article Status Legend

Last updated: 2025-10-26