Questions tagged [signed-distance-field]

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115 views

Raymarching signed distance function resulting in holes on surface - step size required?

I've been learning about raymarching and signed distance functions, and I implemented a raymarching fragment shader in Unity. It works fine for geometric shapes such as cubes and spheres, but when I ...
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1answer
34 views

Indexing a point outside of a 3D signed distance field

I have a 3D signed distance field that is voxelized into a grid, surrounding an object. However, I would like to query the signed distance field to determine the shortest possible distance between ...
2
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1answer
2k views

Freetype: create Signed Distance Field based font

I am trying to implement Font Rendering in my OpenGL C++ game. I read many articles on the subject and got to know different methods, but I am still learning. Valve has published a paper for Signed ...
2
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1answer
66 views

SDF - indexing the folding space

I had been repetitively watching this part of the video just trying to understand his point: you can optionally use the return value as cell index ... as random seed to introduce some variation .....
2
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0answers
413 views

Generate screen space distance field from depth buffer

I've been wanting to try out raymarching on real 3D scenes to implement effects like AO, soft-shadows and such. I pretty much know how to use signed distance functions (as described by Inigo Quilez) ...
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0answers
250 views

GLSL - Signed Distance Field vs normal Loop

I am fairly new in GLSL and only recently discover Signed Distance Field. I am trying to figure out how SDF can perform so well ...
4
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0answers
153 views

Virtual infinite plane in shadow map

I have a WebGL deferred rendering pipeline, where I'm rendering shadow map with VSM technique. The goal is that the scene, or model, is hovering in space, and in addition to casting shadow on itself, ...
1
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1answer
646 views

Text rendering techniques for games

I'm researching text rendering techniques for 3D applications, and I'm having a hard time finding information on the topic. Do you know of any other methods of text rendering that are actually used in ...
4
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2answers
2k 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 ...
2
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0answers
650 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
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2answers
1k 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 ...
1
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1answer
421 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 ...
2
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1answer
898 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 cone-...
21
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1answer
10k 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 ...