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2
votes
1answer
81 views

Signed Distance Fields: How are different colour channels used to improve output of sharp corners?

The naive approach to implementing signed distance field font rendering suffers quality issues where sharp corners get softened (either outward- or inward-facing corners, i.e. convex or concave ...
0
votes
0answers
64 views

2D Distance Field as collision handler method

Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here I understand that it is particle based simulation Smoothed Particle Hydrodynamic I can ...
2
votes
2answers
88 views

How to smooth mask texture edges correctly regardless it's size

I have a texture intended as a mask. The texture type is GL_R32F (32 bit float) and the data inside is a signed distance field (= value of each texel is distance to nearest mask edge). For test ...
0
votes
1answer
122 views

Collision detection using distance field for a dynamic object

I am using a signed distance field for collision detection. The object I calculated the distance field for rotates between 0 and -30 degrees. The other object I want to check collision against is in a ...
1
vote
1answer
384 views

How to calculate the viewing cone radius at a distance in raymarching?

I'm "raymarching distance fields" (proper lingo: sphere-tracing) in GLSL. To implement cone-marching atop of it (and also to minimize the number of raymarching steps regardless of whether ...
15
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1answer
4k views

How can I generate signed distance fields (2D) in real time, fast?

In a previous question, it was suggested that signed distance fields can be precomputed, loaded at runtime and then used from there. For reasons I will explain at the end of this question (for people ...