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Raymarching Distance Fields (2008-2020 compilation)
- Cmortoc 6y agoFor anyone interested in computer graphics, I find Inigo Quilez's site (https://iquilezles.org/www/index.htm https://iquilezles.org/www/index.htm) more helpful than most of the textbooks on my shelf.
- foo_barrio 6y agoThese types of sites are where I too learned most of the graphics programming I know. My favorite when I was young was "The good-looking textured light-sourced bouncy fun smart and stretchy page" still available here: * https://web.archive.org/web/20160519071801/http://freespace.virgin.net/hugo.elias/ https://web.archive.org/web/20160519071801/http://freespace....
- riggsdk 6y agoOh my... I had been searching for that page for ages... I couldn't remember what it was called. Thanks! That old gem is gold!
- pixelpoet 6y agoGood old Hugo Elias :) When I first visited the UK in 2003 I made a trip to London to visit him, guy bought me lunch at a Thai restaurant. Quality bloke, and yes we all (graphics programmers from that generation) learnt so much from his page.
- tempnowreal 6y agoIm very interested to learn about computer graphics but the more I look into it I kinda feel its a niche field and not much strutted resource or curriculum is available. Would you have any tips on where I should start?
- pavlov 6y agoFor 3D, the book “Physically Based Rendering” by Humphreys & Pharr is excellent. I think the entire text is free online nowadays.
- trevortheblack 6y agoThe full text is available here: http://www.pbr-book.org/ http://www.pbr-book.org/ The source is available here: https://github.com/mmp/pbrt-v3/ https://github.com/mmp/pbrt-v3/ The latest text has an additional author: Wenzel Jakob
- calaphos 6y agoIf you like some practical project I can highly recommend Day tracing in one weekend by Peter Shirley.
- HammadB 6y agoI think it’s interesting to explore how different data representations in computer graphics are taking advantage of ever improving GPUs to enable new applications/workflows. The two I know of most are SDFs and Image-based rendering techniques like light fields, primarily as Neural Radiance Fields. Are there any other interesting ones emerging?
- corysama 6y agoPS4’s Dreams is pretty advanced voxel tech. Quite a bit has been written about how it works.
- cma 6y agoIt uses SDFs as well, in both the voxel representation and in the stored operations that generate it.
- rsp1984 6y agoI was actually looking for some resources on this but couldn't find much. Do you have any pointers? I saw Alex Evan's excellent talk from 5 years ago [1], which sparked my interest. [1] https://www.youtube.com/watch?v=u9KNtnCZDMI https://www.youtube.com/watch?v=u9KNtnCZDMI
- Impossible 6y agoVoxels, as evidenced by the recent release Teardown. NERF is pretty amazing but isn't real-time like SDF raymarching. Tetrahedral meshes are interesting as well. One of the best Siggraph papers from last year was Monte Carlo Geometry Processing http://www.cs.cmu.edu/~kmcrane/Projects/MonteCarloGeometryProcessing/index.html http://www.cs.cmu.edu/~kmcrane/Projects/MonteCarloGeometryPr.... It doesn't introduce a new representation, but does introduce a new way to render various representations by sampling them in a unified way
- andybak 6y agoGreat piece on iq's work on Pixar's brave that gives a sense of how unusual his approach was: https://www.cgw.com/Publications/CGW/2012/Volume-35-Issue-4-June-July-2012/The-Royal-Treatment.aspx https://www.cgw.com/Publications/CGW/2012/Volume-35-Issue-4-...
- xyproto 6y agoInigo Quilez is such an inspiration when it comes to math, the demoscene and graphics programming in general. Hope he lives to be 120 and keeps it up.
- andybak 6y agoRaymarching stuff looks incredible in VR but most of the available examples are web-based and the overhead of WebGL for a technique that relies on raw GPU throughput often kills it. Someone really needs to update this to work with current headsets and controllers: https://github.com/jimbo00000/RiftRay https://github.com/jimbo00000/RiftRay (it works on the Rift last time I checked but uses the original 3DOF remove for interactions)
- GuB-42 6y agoValve actually used cdak (http://www.pouet.net/prod.php?which=55758 http://www.pouet.net/prod.php?which=55758) to demo their prototype headset. It was a specially optimized version to be able to run at full framerate on the hardware of that time. I have looked for it but it doesn't seem to be available anywhere. There is a Shadertoy version but without the optimization and last time I tried I actually had to tweak it a little to make it compile.
- CyberDildonics 6y agoWhy would raymarching and VR be different from anything else and VR? What is the overhead of webgl you are talking about? Raymarching is heavily shader dependent which shouldn't be bottlenecked by webgl at all.
- andybak 6y agoI thought there were some differences in how shaders were compiled. I'm no expert on this but my understanding was always that WebGl couldn't get the same raw performance as native apps - even at the shader level. Some of the slides here seem to support this: https://www.khronos.org/assets/uploads/developers/library/2015-gtc/NVIDIA-Shaders-WebGL-Meetup-GTC_Mar15.pdf https://www.khronos.org/assets/uploads/developers/library/20...
- CyberDildonics 6y agoWhat part of the slides support that? All it says is 'loss of performance on some mobile devices'.
- DonHopkins 6y agoInigo Quilez's procedural raymarching masterpiece, "Surfer Boy": https://www.shadertoy.com/view/ldd3DX https://www.shadertoy.com/view/ldd3DX // Created by inigo quilez - iq/2018 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // A surfer boy in the beach, disney/pixar style. I had to be very careful // with the complexity, otherwise the browser would crash during shader // compilation. I also had to split the boy in two layers because of that, // see below (the single pass version is smaller of course but takes 3 extra // seconds to compile, and renders a bit more slowly) // // This is totally painted to camera, it won't work from others perspectives. // // Common - contains some basic stuff // Buffer A - renders the brackground - not super polished really // Buffer B - blurs the background // Buffer C - paints the boy, except the hand and the board // Image - paints the hand and the board, and does some minimal postpro // // If you have a slow PC, you can watch it here: https://www.youtube.com/watch?v=ya3FRzuozQ0 https://www.youtube.com/watch?v=ya3FRzuozQ0 And Happy Jumping: https://www.shadertoy.com/view/3lsSzf https://www.shadertoy.com/view/3lsSzf // Created by inigo quilez - iq/2019 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // // // An animation test - a happy and blobby creature jumping and // looking around. It gets off-model very often, but it looks // good enough I think. // // Making-of and related math/shader/art explanations (6 hours // long): https://www.youtube.com/watch?v=Cfe5UQ-1L9Q // // Video capture: https://www.youtube.com/watch?v=s_UOFo2IULQ https://www.youtube.com/watch?v=s_UOFo2IULQ // // You can buy a metal print of this shader here: https://www.redbubble.com/i/metal-print/Happy-Jumping-by-InigoQuilez/43594745.0JXQP https://www.redbubble.com/i/metal-print/Happy-Jumping-by-Ini...