Okay, here is it: https://www.shadertoy.com/view/sfXGDB I just combined the corner point sampling and dilation kernel and do a Gaussian blur after that. Not 100% anti aliased, but better than straight boolean black/white I think. May using a different kernel instead of Gaussian blur makes it more smooth.

Press W,A,S,D to move around and UP/DOWN arrows to zoom in and out.

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Here we go. The thickness of the graph can now extended to it's neighbor pixels, thanks to morphology. One last thing is smoothing.

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Reimplemented in Shadertoy. Next step is to change the graph's thickness by applying a dilation kernel.

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Ascend

Obligatory animation using my SDF approximation of Keenan Crane's "Spot" model (pure shader code, not using a texture or mesh).
https://www.shadertoy.com/view/WXtBWf

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This might be a bit niche, but here's my Shadertoy SDF approximation (pure shader code, no mesh or texture is used) of Keenan Crane's "Spot" cow model:
https://www.shadertoy.com/view/t3tfD4

Code is MIT licensed and is also in GitHub just in case it is useful to anyone else:
https://github.com/kaiavintr/spot_approximation

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