Programming SDF animations of Rick and Morty
danielchasehooper.com
Programming SDF animations of Rick and Morty
1–10 of 42 posts
Re: Programming SDF animations of Rick and Morty
#2This was a very well structured into to GLSL.
Can anyone comment on what it would be like in Vulkan or WebGPU/WebGL?
Re: Programming SDF animations of Rick and Morty
#3Wow, 8 months to achieve this animation reflects a sheer amount of perseverance.
Re: Programming SDF animations of Rick and Morty
#4This was a very well structured into to GLSL. Can anyone comment on what it would be like in Vulkan or WebGPU/WebGL?
Pretty much the same. Both Vulkan and WebGL can use GLSL directly (well, GLSL -> SPIR-V for Vulkan). WebGPU technically can't if you run it in a browser, but native WebGPU implementations can take GLSL, you can transpile, and finally you could just write WGSL as it's basically the same as GLSL, just with more Rust-inspired syntax rather than C-inspired.
Re: Programming SDF animations of Rick and Morty
#5This is awesome. Shader devs are next level; it’s a type of tight, repetitive iteration which is super different from the webby, protocoly, applicationy development that many of us are used to. There’s something really satisfying about changing a float, pressing shift-enter, and then immediately seeing a result.
Well done!
Re: Programming SDF animations of Rick and Morty
#6Very nice post!
For a playlist on topicon YouTube from Inigo Quilez https://www.youtube.com/watch?v=0ifChJ0nJfM&list=PL0EpikNmjs...
Re: Programming SDF animations of Rick and Morty
#7im pickle REEE
Re: Programming SDF animations of Rick and Morty
#8Really nice work and great post.
Just to add, if you want smooth anti-aliased edges without the second super-sampling pass, you can use standard derivatives in your SDFs. Basically, replacing your step functions with 'aastep', e.g.
Re: Programming SDF animations of Rick and Morty
#9WOW. It's hard to express just how impressive this is.
Re: Programming SDF animations of Rick and Morty
#10>I did find one trick that sped up the trial and error process: I flashed my reference image of Rick on top of the preview so I could compare my drawing to the original while I was changing the code.
That's exactly how hand-drawn animation is done! Shader programming is something else. This is a really cool article.