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Making WebGL Dance: How, Where, and What to Draw (2013)
- have_faith 9y agoBeautiful! I don't have much more to add unfortunately. Love the approach.
- johnhenry 9y agoIT's worth linking directly to the talk: https://www.youtube.com/watch?v=GNO_CYUjMK8 https://www.youtube.com/watch?v=GNO_CYUjMK8 (Also, after the first few slides in the animation, there are some pretty cool animations).
- pmilla1606 9y agoEverything I've ever encountered on acko.net has been amazing. My favorite: http://acko.net/blog/animate-your-way-to-glory/ http://acko.net/blog/animate-your-way-to-glory/
- cjsawyer 9y agoGreat read with amazing presentation. Thanks for the link!
- adamnemecek 9y agoI'm looking for some resources for signed distance functions and something beyond min,max etc. I'm aware of iq's website and all the things that have "made rounds" around internet.
- VikingCoder 9y agoGah, I saw a youtube video where someone walked you through signed distance fields live. It was really great. Keep Googling, you'll find it! Good luck!
- samradelie 9y agohttps://www.youtube.com/watch?v=s6t0mJsgUKw https://www.youtube.com/watch?v=s6t0mJsgUKw Live, in french
- andybak 9y agoHard to know what to suggest as you make it sound a bit like you've seen everything! If you've read everything on iq's site and followed all the links then you've covered a lot of the the available material. This is a gold mine: http://mercury.sexy/hg_sdf/ http://mercury.sexy/hg_sdf/ Beyond that - just going through everything you can find on Shadertoy line by line.
- adamnemecek 9y agoI’ve done that but I feel like I’m still lacking some theoretical foundation. It might just be practice. Im aware of that project, it’s dope but I guess my question is how do I go from boxes to the insane shit lol. E.g I’m not super comfortable creating my own sdfs that aren’t just a combination of the geometries from hg.
- andybak 9y ago> E.g I’m not super comfortable creating my own sdfs that aren’t just a combination of the geometries from hg. Leaving aside complex fractals - isn't it all about combining simple primitives? It's a bit like saying "I understand the basic chords but how do I write a song?" The basic ingredients are shapes and domain transforms of various kinds. The rest is artistry.
- Impossible 9y agoHg (http://mercury.sexy/hg_sdf/ http://mercury.sexy/hg_sdf/) is a great resource. I'm not a fan of the non-commercial license. The intro on the top of the site has a lot of great links to resources outside of iq, including the pouet.net thread on Raymarching, John Hart's original sphere tracing paper, and enhanced sphere tracing, as well as the author's original talk from NVScene 2015 (https://www.youtube.com/watch?v=s8nFqwOho-s https://www.youtube.com/watch?v=s8nFqwOho-s). Definitely check out all of these resources. If you're more interested in signed distance fields outside of the shadertoy\demo scene use cases there are a lot of interesting resources out there written by people using them in more complex contexts. Alex Evans (Media Molecule) Dreams talk is awesome. You can see the talk here (https://www.youtube.com/watch?v=u9KNtnCZDMI https://www.youtube.com/watch?v=u9KNtnCZDMI) and read the slides here (http://advances.realtimerendering.com/s2015/AlexEvans_SIGGRAPH-2015-sml.pdf http://advances.realtimerendering.com/s2015/AlexEvans_SIGGRA...). https://www.gdcvault.com/play/1015455/Advanced-Procedural-Rendering-with-DirectX https://www.gdcvault.com/play/1015455/Advanced-Procedural-Re... covers how to generate meshes. With modern hardware with ballot\shuffle there are probably more efficient ways to do this in a compute shader now, but the talk is still good. Epic games siggraph presentation (http://advances.realtimerendering.com/s2015/DynamicOcclusionWithSignedDistanceFields.pdf http://advances.realtimerendering.com/s2015/DynamicOcclusion...) is a good explanation of how UE4 uses signed distance fields for ambient occlusion and shadows. Q-Games presentation (http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrowsChildrenFinal.pdf http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrow...) on how the now defunct Game Tomorrow Children uses signed distance fields for dynamic world space reflections. Voxel Quest (http://www.voxelquest.com/ http://www.voxelquest.com/), a "failed" kickstarter project, has some good write ups of how he's built the engine over the years as well as source code. Unbound.io gave a talk at GTC 2017 (http://on-demand.gputechconf.com/gtc/2017/presentation/s7777-florian-hoenig-a-road-to-3d-for-everyone.pdf http://on-demand.gputechconf.com/gtc/2017/presentation/s7777...) that goes into some detail on their signed distance field VR sculpting app. There are of course more resources than that, and just browsing shader toy and reading people's shaders can give you a ton of knowledge, but that's the short list of resources that I've found enlightening over the years.
- adamnemecek 9y agoThanks this looks like a really solid list.
- pfranz 9y agoReally good slides. I should watch the talk. It's a pet peeve of mine for people to suggest blurring as a "fix" to aliasing problems. Hacks are fine for one-offs, but I love how this clearly shows it's a sampling problem and what tools can do to address it.
- ryandrake 9y agoI guess by "Dance," he's means the slow dance, because visiting the site pegs my CPU 100% and none of the controls work.
- spartanatreyu 9y agoYour probably using a computer without a graphics card, or at the very least it's hidden to your browser.
- ancarda 9y agoDo you have an old computer? I ask because this works absolutely fine on my phone - so I'd expect any recent computer to be able to handle WebGL
- ryandrake 9y ago4 year old MacBook Pro running recent Safari. Not a particularly old or exotic configuration.
- iamcreasy 9y agoAnybody knows where can I learn about the math(probably linear algebra) that is used to convert 3d models from object space to 2d screen space?