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7ce7b88a40
- Adaptive point filtering - zoom-based minimum distance (3px / zoom) prevents point overflow during fast movements. - Speed-based pressure simulation - exponential smoothing (decay 0.95) creates variable line thickness: pressure = clamp(1.0 - speed * 0.1). - Two-pass weighted averaging - smoothed = current * 0.5 + neighbors * 0.25 eliminates jagged lines while preserving initial direction. - Incremental rendering with 3-point overlap - draws only new segments, reduces complexity from O(n^2) to O(n). - QPainterPath with quadratic Bezier curves - single fillPath() call instead of multiple drawEllipse().