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#signeddistancefunction — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #signeddistancefunction, aggregated by home.social.

  1. Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.

    #sologamedev #solodev #indiedev #vulkan

  2. Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.

    #sologamedev #solodev #indiedev #vulkan

  3. Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.

    #sologamedev #solodev #indiedev #vulkan

  4. Got back into #gamedev a bit recently and this is one of the most wholesome bugs I've ever encountered. #signeddistancefunction and #raymarching is so exceedingly bodacious, we can have accidental shadows on our debug #octree grid lines.

    #sologamedev #solodev #indiedev #vulkan

  5. github.com/soypat/gsdf this looks pretty great.

    I won’t claim a high level of knowledge or expertise with #signeddistancefunction but around 2 years ago I started learning #openscad and some of that sort of tooling.

    pythonscad.org/examples.php was pretty cool too but the render performance was frustrating.

    #modeling #3dprinting #sdf

  6. github.com/soypat/gsdf this looks pretty great.

    I won’t claim a high level of knowledge or expertise with #signeddistancefunction but around 2 years ago I started learning #openscad and some of that sort of tooling.

    pythonscad.org/examples.php was pretty cool too but the render performance was frustrating.

    #modeling #3dprinting #sdf

  7. github.com/soypat/gsdf this looks pretty great.

    I won’t claim a high level of knowledge or expertise with #signeddistancefunction but around 2 years ago I started learning #openscad and some of that sort of tooling.

    pythonscad.org/examples.php was pretty cool too but the render performance was frustrating.

    #modeling #3dprinting #sdf

  8. github.com/soypat/gsdf this looks pretty great.

    I won’t claim a high level of knowledge or expertise with #signeddistancefunction but around 2 years ago I started learning #openscad and some of that sort of tooling.

    pythonscad.org/examples.php was pretty cool too but the render performance was frustrating.

    #modeling #3dprinting #sdf

  9. github.com/soypat/gsdf this looks pretty great.

    I won’t claim a high level of knowledge or expertise with #signeddistancefunction but around 2 years ago I started learning #openscad and some of that sort of tooling.

    pythonscad.org/examples.php was pretty cool too but the render performance was frustrating.

    #modeling #3dprinting #sdf

  10. #genuary29 - Signed Distance Functions

    After reading up on signed distance functions, I realized it's the same technique as rendering a fractal using orbit traps. Color is based on the signed distance to the trap edge, but it's the distance after each pixel goes through the fractal equation. Since most of the SDF references out there use shaders, I created a WebGL-animated Mandelbrot set using a horizontal and vertical orbit trap with the trap positions moving back and forth.

    Live version is here (source is fully included in the html, so just "view source" to see how it works):
    codeismycanvas.art/posts/genua

    #genuary #orbittrap #signeddistancefunction #fractal #fractalanimation #fractalart #webgl

  11. #genuary29 - Signed Distance Functions

    After reading up on signed distance functions, I realized it's the same technique as rendering a fractal using orbit traps. Color is based on the signed distance to the trap edge, but it's the distance after each pixel goes through the fractal equation. Since most of the SDF references out there use shaders, I created a WebGL-animated Mandelbrot set using a horizontal and vertical orbit trap with the trap positions moving back and forth.

    Live version is here (source is fully included in the html, so just "view source" to see how it works):
    codeismycanvas.art/posts/genua

    #genuary #orbittrap #signeddistancefunction #fractal #fractalanimation #fractalart #webgl

  12. #genuary29 - Signed Distance Functions

    After reading up on signed distance functions, I realized it's the same technique as rendering a fractal using orbit traps. Color is based on the signed distance to the trap edge, but it's the distance after each pixel goes through the fractal equation. Since most of the SDF references out there use shaders, I created a WebGL-animated Mandelbrot set using a horizontal and vertical orbit trap with the trap positions moving back and forth.

    Live version is here (source is fully included in the html, so just "view source" to see how it works):
    codeismycanvas.art/posts/genua

    #genuary #orbittrap #signeddistancefunction #fractal #fractalanimation #fractalart #webgl

  13. #genuary29 - Signed Distance Functions

    After reading up on signed distance functions, I realized it's the same technique as rendering a fractal using orbit traps. Color is based on the signed distance to the trap edge, but it's the distance after each pixel goes through the fractal equation. Since most of the SDF references out there use shaders, I created a WebGL-animated Mandelbrot set using a horizontal and vertical orbit trap with the trap positions moving back and forth.

    Live version is here (source is fully included in the html, so just "view source" to see how it works):
    codeismycanvas.art/posts/genua

    #genuary #orbittrap #signeddistancefunction #fractal #fractalanimation #fractalart #webgl

  14. #genuary29 - Signed Distance Functions

    After reading up on signed distance functions, I realized it's the same technique as rendering a fractal using orbit traps. Color is based on the signed distance to the trap edge, but it's the distance after each pixel goes through the fractal equation. Since most of the SDF references out there use shaders, I created a WebGL-animated Mandelbrot set using a horizontal and vertical orbit trap with the trap positions moving back and forth.

    Live version is here (source is fully included in the html, so just "view source" to see how it works):
    codeismycanvas.art/posts/genua

    #genuary #orbittrap #signeddistancefunction #fractal #fractalanimation #fractalart #webgl