Lume engine · standalone

Lume

The GPU 2D rendering engine under Vel.

A from-scratch renderer built on Dawn / WebGPU. Analytic SDF shapes, a FreeType glyph atlas, and a textured-image pipeline — one source rendering identically across Metal, D3D12, Vulkan and the browser. No Skia.

Lume gets its own full site soon — this is the preview.

Lume rendering

Four pipelines, one submission order

Shapes

fill · roundedFill · stroke · circles · lines · arcs · polylines · soft shadowRect — all reduce to instanced rounded-rect SDFs with smoothstep falloff in WGSL.

Text

FreeType glyph atlas. Physical-pixel rasterization on HiDPI, OS/2 typo metrics for Skia-equivalent baselines, multi-DPR cache.

Images

stb_image decode → wgpu::Texture upload → textured-quad pipeline with Contain / Cover / Fill / None fit modes.

Batching

Submission-order draw segments — shape / line / image / text pipelines batch per submission, preserving widget z-order across pipeline switches.

One source. Every GPU backend.

macOS
Metal
Windows
D3D12
Linux / Android
Vulkan
Browser
WebGPU