This is fascinating. Can someone help me understand why SDF-only techniques are valuable (aside from being interesting in their own right)? I know very little gfx but so far I mostly saw SDFs used for accomplishing stuff in fragment shader that would otherwise be done with geometry, kind of as a workaround for limitation of shadertoy environment
SDF Fractal Noise
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Re: SDF Fractal Noise
#12So are SDFs really going to replace polygons then? Is this for just the demoscene, or for some specific applications, or do experts think this is the future for all 3D graphics?
I know enough about SDFs to know that they are really cool, but i have no idea what the practical considerations are now, let alone likely to be in five years' time.
Re: SDF Fractal Noise
#13This is fascinating. Can someone help me understand why SDF-only techniques are valuable (aside from being interesting in their own right)? I know very little gfx but so far I mostly saw SDFs used for accomplishing stuff in fragment shader that would otherwise be done with geometry, kind of as a workaround for limitation of shadertoy environment
For a nonstandard use of the idea, see font rendering on the GPU with signed distance field textures:
https://aras-p.info/blog/2017/02/15/Font-Rendering-is-Gettin...
Re: SDF Fractal Noise
#14> As Signed Distance Functions start making it into mainstream and commercial applications, it's important to find replacements or alternatives to common things artists used to do in polygon-land. So are SDFs really going to replace polygons then? Is this for just the demoscene, or for some specific applications, or do experts think this is the future for all 3D graphics? I know enough about SDFs to know that they ar…
Re: SDF Fractal Noise
#15This is fascinating. Can someone help me understand why SDF-only techniques are valuable (aside from being interesting in their own right)? I know very little gfx but so far I mostly saw SDFs used for accomplishing stuff in fragment shader that would otherwise be done with geometry, kind of as a workaround for limitation of shadertoy environment
Out of computer graphics, I have used them a lot for modeling the evolution of curves and surfaces in a topologically-oblivious way. The terminology is slightly different (they go by silly names like "implicit snakes"), but it is the same thing. If you have ever used an "adaptive select" or "intelligent scissors" tool of a drawing program, it was probably implemented using this technique.
Re: SDF Fractal Noise
#16Re: SDF Fractal Noise
#17Re: SDF Fractal Noise
#18This is fascinating. Can someone help me understand why SDF-only techniques are valuable (aside from being interesting in their own right)? I know very little gfx but so far I mostly saw SDFs used for accomplishing stuff in fragment shader that would otherwise be done with geometry, kind of as a workaround for limitation of shadertoy environment
If you want to generate textures which you then read at runtime, this kind of technique is very useful - for instance, imagine you want to create the normal map of a cloud, or create a height map to displace vertices with (for a procedural landscape).
from other replies I think the point here is there are no "vertices", i.e. no mesh geometry
Re: SDF Fractal Noise
#19[1] https://graphics.stanford.edu/papers/volrange/volrange.pdf
[2] https://www.microsoft.com/en-us/research/publication/kinectf...
Re: SDF Fractal Noise
#20Is it just a new technique to achieve the same?