antialiasing at all required sizes — Render quads with texture coordinates pointing into the atlas Has to render glyph for every size! This makes pinch-zooming and text in 3D worlds slow or blurry.
trace distance fields — Fast enough to run in real time on a GPU fragment shader — Step as far as the distance field tells you is safe — Can compute normals using numerical slope
a signed distance field in 586MB 3D SDF texture — Fluid simulation done on GPU produces SDF every frame — Shape morphing done simply by linearly interpolating distance fields — Tracing cones through distance field for antialiasing and soft shadows — Use distance field information to approximate ambient occlusion
required — Inigo Quilez has a handy page with tons of these formulas — Unlike a 3D texture, doesn't take tons of space and can be evaluated accurately at any point