SVG Graphics Geometry
Guide
css-matrix
Guide
css-matrix
  • Part 0. SVG 기초

    • SVG란 무엇인가
    • viewBox와 user space
    • transform attribute와 matrix
    • SVG 문서 구조와 기본 도형
  • Part 1. Path grammar

    • path d 명령어 — M, L, Z
    • H, V — 축 정렬 직선
    • C — cubic Bézier
    • Q — quadratic Bézier
    • S, T — smooth continuation
    • A — elliptical arc
    • path bounding box
  • Part 2. Stroke geometry

    • 점에서 stroke까지의 거리
    • join, cap, miter limit
    • stroke align과 outline 개념
    • miter length 공식
  • Part 3. Fill rules

    • nonzero vs evenodd
    • fill hit testing
  • Part 4. Path sampling

    • flatten tolerance
    • path length
    • point at length와 tangent
  • Part 5. Paint servers

    • linearGradient 좌표
    • clipPath와 mask 개념
  • Part 6. Path editor capstone

    • path handle 모델
    • handle hit testing
    • handle drag로 segment 갱신
    • mini path editor — SVG round-trip
  • Part 7. Fill & winding deep dive

    • winding vs ray casting
    • compound path — 여러 subpath
    • self-intersection
    • path boolean
    • fill vs stroke hit 우선순위
    • scanline parity
  • Part 8. Pattern & gradient

    • radialGradient
    • pattern tile
    • gradientUnits와 spreadMethod
  • Part 9. SVG filter & Figma effects

    • Figma DROP_SHADOW → SVG filter
    • filter chain 개요
    • blur · offset · merge
    • inner shadow
    • layer blur vs background blur
    • Figma effect 매핑표 전체
  • Part 10. Figma ↔ SVG bridge

    • vector network vs path d
    • fill · stroke export
    • boolean operations export
    • mask · clip export
  • Part 11. Icon design

    • pixel grid · optical alignment
    • fill vs stroke icons
    • symbol · sprite · currentColor
    • path simplification
  • Appendix A. SVG in CSS

    • currentColor · CSS theming
    • sprite data URI
    • SVG optimization pipeline
  • Appendix B. Engine extras

    • dash offset animation
    • adaptive flatten
    • arc → cubic 변환
    • multi-subpath editing
  • Part 12. Foundations primer

    • capability map
    • coordinate stack
  • Part 13. Figma ↔ SVG (deep)

    • Figma paint gap map
    • radial · angular gradient export
    • image · pattern fill
    • stroke align export
    • blend mode · layer opacity
  • Part 14. SVG spec breadth

    • markers — 화살표와 dash 끝
    • text · textPath
    • paint-order · opacity · filters
    • arc flatten 통합
  • Part 15. Curve calculus

    • de Casteljau subdivision
    • flatness와 chord error
    • 곡률 κ와 법선
    • arc center parameterization
    • G¹ smooth — S와 T
    • shoelace signed area
  • Part 16. Intersection & proximity

    • segment intersection
    • line ∩ cubic · curve ∩ curve
    • closest point on curve
  • Part 17. Offset curves

    • normal offset sampling
    • offset cusps
  • Part 18. Transform algebra

    • affine inverse & decompose
    • transform path vs group
  • Part 19. Rational curves

    • circle as cubic — κ constant
    • rational curves & exact arcs
  • Part 20. Tessellation & pixels

    • convex triangulation · ear clipping
    • evenodd parity → pixels
  • Part 21. Compositing math

    • Gaussian blur kernel
    • Porter–Duff & premultiplied α
  • Part 22. Math topic map

    • SVG 수학 주제 지도
  • Part 23. SVG animation

    • SMIL — animate 속성
    • SMIL — animateTransform
    • SMIL — animateMotion
    • stroke dash draw-on
    • CSS offset-path motion
    • path morph
    • JS motion along path
  • Part 24. Motion precision

    • uniform speed along path
    • cubic–cubic intersection
    • SVGPathElement length API
    • SMIL keyTimes & keySplines
    • degree elevation Q→C
  • Part 25. GPU mesh & WAAPI

    • triangulation with holes
    • WAAPI + SVG attributes
    • evenodd fill + triangle mesh

scanline parity

CPU fill rasterizer는 y를 고정한 scanline 위에서 x를 훑으며, edge crossing마다 inside 플래그를 토글합니다. 025 ray casting의 한 줄 버전을 눈으로 보는 강의입니다.

데모에서 볼 것

compound rect + hole (026와 같은 d):

M 10 20 L 90 20 L 90 80 L 10 80 Z
M 30 35 L 70 35 L 70 65 L 30 65 Z
UI동작
scan Y 슬라이더빨간 수평선 y
path연한 fill + stroke
readoutinside spans (sampled): … — x=0..100 step 2에서 evenodd inside인 x 목록
scanline y=50 (evenodd)
inside spans (sampled): 12,14,16,…
rasterizer: parity flips at each edge crossing

슬라이더로 y를 옮기면 ring 안/밖 구간이 바뀝니다.

evenodd = parity flip

import { classifyPointInPath, parsePathD } from "svg-matrix-core";

const segments = parsePathD(d);
let inside = false;
for (let x = 0; x <= width; x++) {
  const c = classifyPointInPath({ x, y }, segments, "evenodd");
  // 데모: c.inside일 때 x를 span에 기록
}

실제 rasterizer는 edge 정렬(active edge table) 후 crossing x에서만 토글 — 데모는 classifyPointInPath로 동일 규칙 검증.

import { evenoddParityFromRayCast } from "svg-matrix-core";
evenoddParityFromRayCast({ x, y }, polygon);

084 픽셀 parity와 동일.

nonzero scanline

evenodd 대신 winding 누적 scanline도 가능합니다. SVG fill-rule="nonzero"는 winding ≠ 0 영역을 채웁니다. 이 코스 데모는 evenodd로 span을 읽기 쉽게 표시합니다.

vs classifyPointInPath

point queryscanline
질문(x,y) 하나 inside?고정 y에서 inside x 구간
coreclassifyPointInPath동일 + x 루프
용도hit testfill raster preview

027 self-intersect — y를 고정해도 중앙 lobe에서 span이 끊깁니다.

vs GPU / mesh

scanlinetriangulation
엔진CPU parity083, 100 GPU
evenodd자연스러움stencil / evenodd pass
PDF·preview흔함WebGL 실시간

Core API

함수역할
classifyPointInPathcrossings, insideEvenOdd
evenoddParityFromRayCastpolygon 한 점
parsePathD, segmentsToSubpathscompound

관련

  • 025 · 026 · 027 · 084 · 102

오늘의 핵심

scanline은 classifyPointInPath evenodd의 시각화입니다. 알고리즘 이해·디버그용이고, 최종 WebGL fill은 mesh·stencil 경로가 많습니다.

최근 수정: 26. 5. 17. PM 4:35
Contributors: jinho.park.s3, Cursor
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fill vs stroke hit 우선순위