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SDFs (Signed Distance Fields) are an amazing optimization to marching a ray through a scene. Unreal Engine 4 uses them for ambient occlusion https://docs.unrea
by daenz 11y ago
SDFs (Signed Distance Fields) are an amazing optimization to marching a ray through a scene. Unreal Engine 4 uses them for ambient occlusion https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/DistanceFieldAmbientOcclusion/index.html#howdoesitwork https://docs.unrealengine.com/latest/INT/Engine/Rendering/Li... and soft shadows https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/RayTracedDistanceFieldShadowing/index.html https://docs.unrealengine.com/latest/INT/Engine/Rendering/Li...
The author mentions Inigo Quilez, an incredible demoscene artist, who has an amazing writeup of how he uses SDFs for creating the geometry in demos: http://iquilezles.org/www/material/nvscene2008/rwwtt.pdf http://iquilezles.org/www/material/nvscene2008/rwwtt.pdf I remember when it "clicked" for me... instead of defining geometry and generating SDFs for use in shading, which is expensive, he was generating SDFs directly to be used as the definition for geometry! It's brilliant.
- gavanwoolery 11y agoNeat - I was not aware of Unreal's use of SDF. I am consistently impressed with Unreal's improvements. It took some time before SDF clicked for me, and IQ and Shader Toy were responsible for that. :)
- edem 11y agoAre you talking about IQ from Shadertoy? You can check out his stuff here: https://www.shadertoy.com/user/iq https://www.shadertoy.com/user/iq