# Windfoil: Closed-Form Coverage for Real-Time and Differentiable Vector Graphics

arXiv: https://arxiv.org/abs/2610.02468 · HTML: https://mlsanity.com/paper/2610.02468/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 9 of its 38 references that are in the map.
- First posted on arXiv 1 Oct 2026.

## Builds on (most cited first, 9 of 9)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [CLIPDraw: Exploring Text-to-Drawing Synthesis through Language-Image Encoders](https://mlsanity.com/paper/2106.14843/) (2021)
- [Im2Vec: Synthesizing Vector Graphics without Vector Supervision](https://mlsanity.com/paper/2102.02798/) (2021)
- [SVGDreamer: Text Guided SVG Generation with Diffusion Model](https://mlsanity.com/paper/2312.16476/) (2023)
- [CLIPascene: Scene Sketching with Different Types and Levels of Abstraction](https://mlsanity.com/paper/2211.17256/) (2022)
- [Word-As-Image for Semantic Typography](https://mlsanity.com/paper/2303.01818/) (2023)
- [Text-to-Vector Generation with Neural Path Representation](https://mlsanity.com/paper/2405.10317/) (2024)
- [Wired Perspectives: Multi-View Wire Art Embraces Generative AI](https://mlsanity.com/paper/2311.15421/) (2023)
- [Neural Image Abstraction Using Long Smoothing B-Splines](https://mlsanity.com/paper/2511.05360/) (2025)

## Abstract (arXiv)

We present Windfoil, a GPU-friendly algorithm that treats rasterisation and differentiable vector graphics as two sides of the same problem by evaluating the box-filtered winding number of quadratic B'ezier contours in closed form. We implement this in WebGPU, allowing it to run across a range of environments, including a web browser on a consumer laptop, and apply the system to real-time 2D rendering, high-resolution rasterisation for print media, and a differentiable renderer. We compare our renderer against Skia, a production-grade engine, and Slug, a popular GPU rasterisation algorithm for games and real-time applications, measuring fidelity to a reference box-filtered coverage. Our renderer matches the reference more closely than either, at performance comparable to Slug. We also compare our optimiser against DiffVG and B'ezier Splatting, where it reaches equivalent or better reconstruction quality at a fraction of the per-step cost, scaling to tens of thousands of shapes at interactive rates.
