Well, there is OpenVG designed for mobile platform(Android and iOS). OpenVG is not supported by desktop graphic cards vendors.
The closest thing we have in the desktop world is the NV_path_rendering NVIDIA only extension. At least the paper that describes this extension is really good. The bad thing is that it depends at least partially in the Loop-Blinn algorithm that is patented, if I remember right.
Newest OpenGL versions also come with dynamic tesselation geometry
shaders that basically increase the detail of a 3d object the closer a
camera gets to it which is similar to vector graphics which is something
that could also work as basic via NBOpenGL to bring Athens to 3d side
completely bypassing Cairo.��
In first place, not all of the world have at least DX11/OpenGL 4.xx level graphic card. But, it does not matter too much because the hardware tessellation does not help you anything with the main problem.
The biggest problem is that 2D vector paths can be concave, and they can have a hole . The easiest way to support it is by using the stencil buffer, and in my opinion is the method with the better results. In fact, the NV_path_rendering extension is implemented in this way, but directly in the OpenGL driver.
This method renders first the tessellated path with a triangle fan, with the stencil test set to invert the stencil buffer bits. In this way, the stencil buffer holds 1 in the points that are inside of the path, and 0 in the points that are outside of the path.
Then, the bounding box of the path is covered with fill color/gradient, but with the stencil test set to only pass when the stencil buffer value is 1, and to also clear the stencil buffer in the covered region during the process to allow rendering more paths elements.
Each one of the changes to the way the stencil buffer is used involves a state change, which is expensive. I think this is the reason of why NVIDIA implemented their extension directly in the OpenGL.
I know of these problems because I implemented once the stencil method in C++ with OpenGL.
The old opengl Cairo backend worked by triangulating the paths. Triangulation of concave geometry is hard to do, and there some degenerate case in which it produces bad results.
Best regards
Ronie