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

filter chain 개요

SVG <filter>는 작은 픽셀 DAG(방향 비순환 그래프)입니다. fe* primitive가 in / result 이름으로 이어지고, 마지막에 SourceGraphic과 merge하는 패턴이 그림자의 정석입니다.

최소 예 — blur + offset

import { buildSvgFilter, buildFilterRegion, buildFilterPrimitive } from "svg-matrix-core";

const { filterAttr, markup } = buildSvgFilter({
  filterId: "chain-1",
  region: buildFilterRegion(50), // x="-50%" y="-50%" width="200%" height="200%"
  primitives: [
    buildFilterPrimitive("feGaussianBlur", {
      in: "SourceAlpha",
      stdDeviation: 5,
      result: "blur"
    }),
    buildFilterPrimitive("feOffset", {
      in: "blur",
      dx: 4,
      dy: 6,
      result: "off"
    })
  ]
});

in 키워드 — 무엇을 샘플하나

in내용
SourceGraphic원본 RGBA (색 포함)
SourceAlpha알파 채널만 → 실루엣
BackgroundImage뒤 배경 (038)
result 이름이전 primitive 출력

drop shadow는 SourceAlpha로 blur해야 “형태만” 그림자가 됩니다.

result — 파이프 이름

<feGaussianBlur in="SourceAlpha" stdDeviation="5" result="blur"/>
<feOffset in="blur" dx="4" dy="6" result="off"/>

다음 단계는 in="blur"처럼 이전 result를 참조합니다.

데모 — drop shadow 전체 chain

mountFilterChainDemo는 buildDropShadowFilterChain 결과를 rect에 적용합니다. readout 파이프라인:

SourceAlpha → blur → offset → flood color → composite → merge with SourceGraphic

생성 markup 구조 (036와 동일):

<filter id="chain-demo" ...>
  <feGaussianBlur in="SourceAlpha" stdDeviation="5" result="blur"/>
  <feOffset in="blur" dx="0" dy="6" result="offsetBlur"/>
  <feFlood flood-color="rgb(0 0 0)" flood-opacity="0.25" result="color"/>
  <feComposite in="color" in2="offsetBlur" operator="in" result="shadow"/>
  <feMerge>
    <feMergeNode in="shadow"/>
    <feMergeNode in="SourceGraphic"/>
  </feMerge>
</filter>

filter region

buildFilterRegion(expandPercent = 50);
// { x: "-50%", y: "-50%", width: "200%", height: "200%" }

blur·offset이 object bbox 밖으로 나가면 region이 작을 때 그림자가 잘립니다.

빌더 API

함수역할
buildFilterPrimitivefe* 한 줄 XML
buildSvgFilterfilter 래퍼 + primitives 배열
buildFilterRegion% 기반 region
buildDropShadowFilterChainFigma DROP_SHADOW 프리셋

문자열 primitive도 가능: "<feMerge>…</feMerge>" — merge는 자식 노드가 있어 문자열로 넣습니다.

Core API

  • buildSvgFilter, buildFilterPrimitive, buildFilterRegion
  • buildDropShadowFilterChain

관련

  • 031 feDropShadow shortcut · 036 단계별 해설 · 037 inner composite

오늘의 핵심

Figma effect = 이 primitive 목록의 프리셋. 031 한 줄 API도 내부적으로 같은 수학입니다.

최근 수정: 26. 5. 17. PM 4:35
Contributors: jinho.park.s3, Cursor
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Figma DROP_SHADOW → SVG filter
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blur · offset · merge