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at siggraph 2007 valve released a paper titled improved alpha tested magnification for vector textures and special effects in which chris green presents a technique for tackling a common issue with rendering vector-like shapes or glyphs as he calls them in the paper the issue is a familiar one and itamp;#39;s that clean alfred lines particularly diagonals and curves require a lot of texture resolution to look smooth the jagged stepping that youamp;#39;ll see on diagonal lines is made extra obvious in this example from valveamp;#39;s paper the solution to this problem detailed over the next four pages of densely packed text is actually remarkably simple and while iamp;#39;ve used this technique on a few projects to date iamp;#39;m still not sure itamp;#39;s being utilized enough so letamp;#39;s talk about signed distance fields a signed distance field or sdf for short is a texture where each pixel is encoded with a value representing that pixelamp;#39;s distance to a boundary fo