Re:Raymarching Distance Fields (2008-2020 compilation)
by HammadB on Saturday January 09, 2021 @01:59PM
(#25703346)
I think it’s interesting to explore how different data representations in computer graphics are taking advantage of ever improving GPUs to enable new applications/workflows. The two I know of most are SDFs and Image-based rendering techniques like light fields, primarily as Neural Radiance Fields. Are there any other interesting ones emerging?
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Re:Raymarching Distance Fields (2008-2020 compilation)
by corysama on Saturday January 09, 2021 @04:25PM
(#25704934)
PS4’s Dreams is pretty advanced voxel tech. Quite a bit has been written about how it works.
Re:Raymarching Distance Fields (2008-2020 compilation)
by rsp1984 on Saturday January 09, 2021 @05:02PM
(#25705317)
I was actually looking for some resources on this but couldn't find much. Do you have any pointers? I saw Alex Evan's excellent talk from 5 years ago [1], which sparked my interest.
Re:Raymarching Distance Fields (2008-2020 compilation)
by cma on Saturday January 09, 2021 @04:54PM
(#25705241)
It uses SDFs as well, in both the voxel representation and in the stored operations that generate it.
Re:Raymarching Distance Fields (2008-2020 compilation)
by Impossible on Saturday January 09, 2021 @07:48PM
(#25706939)
Voxels, as evidenced by the recent release Teardown. NERF is pretty amazing but isn't real-time like SDF raymarching. Tetrahedral meshes are interesting as well.
One of the best Siggraph papers from last year was Monte Carlo Geometry Processing http://www.cs.cmu.edu/~kmcrane/Projects/MonteCarloGeometryPr.... It doesn't introduce a new representation, but does introduce a new way to render various representations by sampling them in a unified way