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

blur · offset · merge

feDropShadow(031)는 아래 파이프라인을 한 태그로 축약한 것입니다. primitive를 직접 쓰면 색·blend·다중 그림자를 커스터할 수 있습니다.

Figma JSON → full chain

{
  "type": "DROP_SHADOW",
  "offset": { "x": 0, "y": 6 },
  "radius": 8,
  "color": { "r": 0, "g": 0, "b": 0, "a": 0.3 }
}
import { buildDropShadowFilterChain } from "svg-matrix-core";

const { filterAttr, markup } = buildDropShadowFilterChain(
  {
    offset: { x: 0, y: 6 },
    radius: 8,
    color: { r: 0, g: 0, b: 0, a: 0.3 }
  },
  "blur-demo"
);

단계별 해설

1. feGaussianBlur  in=SourceAlpha     → 실루엣을 흐림 (blur)
2. feOffset        in=blur            → dx,dy 만큼 이동 (offsetBlur)
3. feFlood         flood-color/opacity → 단색 레이어 (color)
4. feComposite     in=color in2=offsetBlur operator=in → 색×알파 (shadow)
5. feMerge         shadow 아래, SourceGraphic 위 → 최종

왜 operator="in"?

feComposite in — in2의 알파 마스크 안에 in 색을 남깁니다. 흐린 실루엣 모양으로 검은 그림자를 만듭니다.

feMerge 순서

<feMerge>
  <feMergeNode in="shadow"/>
  <feMergeNode in="SourceGraphic"/>
</feMerge>

아래에 shadow, 위에 원본 — drop shadow 시각 순서.

데모 — shortcut 토글

toolbar feDropShadow shortcut 체크:

체크APImarkup
onfigmaDropShadowToSvgFilter한 줄 feDropShadow
offbuildDropShadowFilterChain위 5단계

blur 슬라이더로 radius / stdDeviation 연동을 비교하세요.

SourceAlpha vs SourceGraphic

blur 입력결과
SourceAlpha그림자·외곽선 실루엣
SourceGraphic레이어 전체가 뿌옇게 (038 LAYER_BLUR)

혼동하면 “색이 번진 그림자”가 됩니다.

Core API

  • buildDropShadowFilterChain, figmaDropShadowToSvgFilter
  • buildSvgFilter, figmaBlurRadiusToStdDeviation

관련

  • 035 chain 개요 · 031 shortcut

오늘의 핵심

031을 펼치면 이 DAG입니다. 커스텀 그림자·이중 shadow는 primitive를 복제·수정하면 됩니다.

최근 수정: 26. 5. 17. PM 4:35
Contributors: jinho.park.s3, Cursor
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