# LineArt Meeting 2023-03-10 - Yiming: Not sure how we can get geometry results from compositing. - Sebastian: Should we have one solution, or two solutions? - Was surprised by the GPU solutions - Miguel: There is still a plan to have a NPR renderer, so it makes sense to combine the techniques. - Falk: Can we have a geometry nodal system (geometry nodes) with the render approach? - Does not seem like a good idea. Better to share the code and do it all on the CPU somehow. - The render approach would use a material nodal system. - Falk: Will the image based approach allow to map the line to the material of the geometry? - Wang: Because one pixel can have many triangles, it will be hard to know what triangle the lines come from. - Yiming: Can we determin the object ID or triangle from the image space? - Wang: In Nanite they get the ID but only for shading. You don't need to be accurate for shading. But software rasterization can solve this. Using a depth texture. - Sebastian: Is it possible to have dynamic resolution? - Wang: Did something similar. Increase Resolution. - Minguel: Possible to store list of triangles for each pixel? - Wang: That could be possible. Was used for orderer transperency. - Sebastian: Feels we should keep the CPU solution around. - Nick: Likes what he hears. Needs his strokes to be 3D and editable. - Chris: We use alot of alpha clipped textures which workes better with the render based approach. - Wang: Might be a problem. His algorithm can only handle real geometry. - Miguel: Should be possible to get geometry from alpha. And as long as we have the tangent and normal. - Yiming: Better results from image based algorithm if you have curved reflective surfaces. - Chris: It's also great for getting the color from the shader. Freestyle only gets one color from the material. - Yiming: The modifier is very complicated and it's limiting. - Hans: Geometry nodes comes with attribute probacation by default. Thinks there is an oportunity to split up the line art functionality into parts. - Thinks that there may no need for the "LineArt" name when operations become more generic - Hans: No GPU processing in geometry nodes yet. - Sebastian: There is support for opengl compute shaders. - Miguel: GPU backend for geometry nodes might be tricky because of opengl and the global state. - Sebastian: Proposes to start with a renderer (NPR renderer) and render lines in it. Then move on to porting some of the code to a nodal system for geometry nodes. - Wang and Miguel like the idea. - Sebastian and Wang: Smooth contour algorithm gives very good resutls, but is expensive. Might be some optimitzations. - Hans: Would try to break the node up - Sebastian: Not sure how to break it up yet.