And if you want to try things out yourself, iq has created a playground for you here: https://www.shadertoy.com/
Rendering Worlds with Two Triangles on the GPU [pdf]
11–20 of 26 posts
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#12Could someone explain to me what the "two triangles that cover the entire screen area" have to do with anything?
It basically means everything is happening in the shaders, not in geometry. There has to be some vertexes though, and the minimum you can have to cover the screen is two triangles.
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#13Ah, the classic presentation that got me started in the demoscene a couple of years back. The Google cache version of the pdf doesn't include any images, so I put up a copy over here: https://dl.dropboxusercontent.com/u/2173295/rwwtt.pdf
Thanks for the mirror. Know of any novel techniques/rehashing of old techniques that have been developed since?
http://www.pouet.net/prod.php?which=62027 (No idea what this is, but it's great)
http://www.pouet.net/prod.php?which=62974 (reverse fluid simulation)
http://www.pouet.net/prod.php?which=59613 (particles)
For 64k intros and size unlimited demos the possibilities are too many to list. Procedural mesh generation is a classic approach which has found great modern use recently:
http://www.pouet.net/prod.php?which=61204 (if you follow 1 link in this comment make it this one)
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#14Earlier quoted context omitted.
It basically means everything is happening in the shaders, not in geometry. There has to be some vertexes though, and the minimum you can have to cover the screen is two triangles.
That is incorrect. You can cover the screen with a single triangle ... just make it big enough. The corners get clipped and the middle region of the big triangle will cover the screen.
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#15People might enjoy noodling around the Geisswerks pages which have many code snippets around ray tracing; graphic demos; and so on.
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#16Earlier quoted context omitted.
It basically means everything is happening in the shaders, not in geometry. There has to be some vertexes though, and the minimum you can have to cover the screen is two triangles.
That is incorrect. You can cover the screen with a single triangle ... just make it big enough. The corners get clipped and the middle region of the big triangle will cover the screen.
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#17I had no idea Iñigo Quilez's image was produced this way and I'm so glad I had the chance to see how it was made.
Thanks for posting!!
Re: Rendering Worlds with Two Triangles on the GPU [pdf]
#18Here's a demo of someone playing around with it, complete with a Slisesix-inspired scene: http://www.rpenalva.com/blog/?p=254
This set of slides is also related: http://www.iquilezles.org/www/material/function2009/function...