Volume Texture Distance Fields
category: offtopic [glöplog]
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
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!