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# Rendering quadratic Bézier curves with Metal

**[Nil Coalescing](https://daily.dev/sources/nilcoalescing)** · 6 min read · 0 upvotes · 0 comments

## Summary

A walkthrough of rendering quadratic Bézier curves on the GPU using Apple's Metal framework, based on a partial implementation of the Kokojima et al. 2006 algorithm. The approach avoids complex geometry pre-processing by using a three-step stencil buffer technique: building a triangle fan, applying a fragment shader with UV-based quadratic math to handle convex and concave curve segments, and finally shading the stenciled area. Multi-sampling via Metal's native MSAA is used for smooth edges, with a branchless UV computation trick to minimize GPU shader divergence.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://nilcoalescing.com/blog/RenderingQuadraticBezierCurvesWithMetal>

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