@rsms My immediate thought regarding the last bullet point about "no pre-processing needed for GPU rendering" is that this seems like a strong constraint compared to existing formats. Pre-tesselation would go against the resolution independence but you could consider constraining the shape components, e.g. generalized trapezoidal components meaning that each shape component is bounded by a specified left path segment and a right path segment?
@rsms That should make the shape rendering simpler and faster without a need for pre-processing. You can render directly on the GPU from raw paths too but it would be some combination of more complex and more expensive, I expect. For people who don't want to do their own shape rendering, it also seems like a relevant concern is how easy it would be to feed the format directly to existing path renderers like Skia without having to any work on the user's end.