|
Volume Texture Distance Fields |
| category: offtopic |
|
|
I was reading the details of Epic's new UT3 demo (http://udn.epicgames.com/Three/rsrc/Three/DirectX11Rendering/MartinM_GDC11_DX11 _presentation.pdf). It seems there using Distance Fields to calculate some of the shadowing. On polygonal objects. 0.0
Seems there calculating the distance field for the polygons and storing it in a volume texture, then raymarching to get the shadows. I had no idea people were actually using this tech in the game industry. Looks like we better catch up fast. :3 |
|
|
|
Correction: Looks like they are starting to catch up. :) It's not only the shadows, there's much more you can do with them. |
|
|
|
Uhm, guys? You are aware that the first sources in the demoscene of using distance functions were quoting gamedev-papers, right? The gamedev industry have been using distance fields for everything from fake GI to collision detection for years. |
|
|
|
kusma: What? You must be joking. Everyone knows that the demoscene ALWAYS invent all of the techniques currently used. Come on man, be serious... |
|
|
|
Then I say something!! |
|
|
|
this one was funny!!!! |
|
|
|
Holy crap, someone is extrapolating data from a 3d array?!?! |
|
|
|
wasnt the first big gamedev paper about using 3d sdfs by mr alex evans? (borderline gamedev/demoscene there :) ) |
|
|
|
Representing the scene in a volume and using it to create shadows / occlude light is probably a very nice thing to do. |
|
|
|
OMG multi billion dollar industry outpaces bedroom coding :) |
|
|
|
pfffft, farbrausch bought the game industry ages ago! |
|
|
|
|
|
|
|