The Math Behind Font Rasterization | How it Works

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If you have ever wondered how a font is rasterized, look no further. In this video I go into depth about the necessity for font rasterization, the math behind it, and how we convert the math to pixels on the screen. I also go over how 1st and 2nd order Bezier curves work. I talk about how to gain an intuition for Bezier curves, and how to formulize that intuition into Mathematical formulae. I also go over how to test if a point will intersect with a 2nd order Bezier curve. This is my entry into 3Blue1Brown's SoME competition and I hope you enjoy it!

0:00 Intro
0:38 A Brief History of Fonts
3:48 Using Math to Draw Letters
5:42 What are Bezier Curves?
9:09 How do Bezier Curves Really Work?
12:41 Testing Pixels
15:13 Edge Cases


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Github: https://github.com/ambrosiogabe

Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)

My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/

My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166

My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/







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