For the SDFs I’ve opted to use those as a container which holds a sub-asset that is a Texture3D, since our SDFs will be 3D. One thing I absolutely love in Unity are their ScriptableObject assets. The obvious answer here is to precompute the Distance Fields and store them in a format that is easily read by the GPU, a Texture. and I want our artists to be able to easily convert from polygonal data to SDFs with little-to-no effort. I want real-time speeds, 1 Principle: Optimization. These are great for understanding how SDFs work but they are somewhat impractical beyond anything more than a demo scene. ![]() One thing these don’t seem to touch on, however, is getting anything more than compound primitives by way of boolean, union, and other modifiers. ![]() So if you’re looking to implement volume rendering, I humbly defer to one of those. I’m not going to bother writing about setting up a Raymarcher with Signed Distance Functions since there are already a number of well-written articles on the subject. Shadertoy is full of them and most everything points back to the work done by the legendary Íñigo Quílez.Īn SDF is an extremely versatile data structure, as it can not only greatly aid in accelerating a Raymarch algorithm, but be used in things such as GPU particle simulations. If you haven’t been living under a rock you’ve probably heard about (Signed) Distance Fields when it comes to CG.
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