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Another way to do blobby geometry are signed distance fields (SDFs). You define different geometry solids by specifying function which returns for any point in
by jmiskovic 6y ago
Another way to do blobby geometry are signed distance fields (SDFs). You define different geometry solids by specifying function which returns for any point in space how far that point is from the surface of the solid. [1]
If they are defined this way, it is easy to smoothly interpolate between two or more solids. When rendering to screen, similar techniques have to be used to convert to screen geometry in realtime.
The latest technical marvel that uses this tech is Media Molecules Dreams. With SDFs they made rich modelling tools (constructive solid geometry) that produce geometry for physics and painting-style renderer, all running on PS4. The Learning From Failure talk [2] was quite inspiring on lengths they went to achieve their artistic goals.
[1] https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm https://www.iquilezles.org/www/articles/distfunctions/distfu...
[2] https://www.youtube.com/watch?v=u9KNtnCZDMI https://www.youtube.com/watch?v=u9KNtnCZDMI
- frabert 6y agoShameless plug: a couple of years ago I implemented a node editor for distance functions and renderer as a final project for a UI course at uni. https://github.com/frabert/MarchOfTheRays https://github.com/frabert/MarchOfTheRays Raymarching is a very interesting concept, no polygons at all!
- rezmason 6y agoNice work!