[HN Gopher] Show HN: Iridescent crystal with raymarching and sig...
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Show HN: Iridescent crystal with raymarching and signed distance
fields
Author : winkerVSbecks
Score : 24 points
Date : 2023-07-04 19:52 UTC (3 hours ago)
(HTM) web link (varun.ca)
(TXT) w3m dump (varun.ca)
| Etheryte wrote:
| This is great, I spent more time looking through the linked demos
| than I would like to admit.
| Const-me wrote:
| Looks very cool, but why? Unlike many other applications of SDFs,
| for this particular one a traditional rasterization seems more
| appropriate.
|
| The polyhedron being rendered only has 32 vertices and 60
| triangles. The indexed mesh gonna take 744 bytes of VRAM with
| FP32 coordinates and uint16_t indices, which can be reduced to
| 552 bytes by using FP16 coordinates. That's less data than the
| GLSL source code to compute and render the SDF. Also, if MSAA is
| enabled rasterization will deliver better visual quality.
| abstractbeliefs wrote:
| That's true for _this_ polyhedron, but it's useful and more
| clear to demonstrate the technique with a simple example and
| allow the mind to then explore what else could be modelled this
| way than to blow someone away with complexity that they miss
| the point.
|
| This is far more about SDFs than it is about the polyhedron.
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