Recent content by Vil

  1. Vil

    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    By the way I've played Nex Machina a little already and it is soooo much fun!
  2. Vil

    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    SDFs aren't inherently limited to a single color. It's pretty simple to have a colour field in addition to the distance field, for example (if you can spare the memory for it). Texturing SDFs is possible but it can be awkward to generate UVs for them; something like Marco Tarini's...
  3. Vil

    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    We're using an octree to store our SDF - we need the ability to have fine details in some areas, but using a fine-enough regular grid would take way too much memory. We're doing our meshing incrementally on the CPU rather than on the GPU at the moment and only uploading the differences. I have a...
  4. Vil

    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    The Marching Cubes algorithm is a good place to start, it's pretty straightforward to implement in a geometry or compute shader and gives decent results. It has limitations that mean it's not a great fit for my particular project though, so I'm using something developed in-house which is...
  5. Vil

    Polygons, voxels, SDFs... what will our geometry be made of in the future?

    Polygons, SDFs and voxels each have pros and cons. I think the future is being able to convert geometry into the most convenient representation for the task at hand. For one example, I'm currently building a geometry editor which uses an SDF as its primary representation but generates a triangle...
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