https://github.com/CedricGuillemet/SDF
Collection of resources (papers, links, discussions, shadertoys,...) related to Signed Distance Field
https://github.com/CedricGuillemet/SDF
demoscene games sdf tools
Last synced: 28 days ago
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Collection of resources (papers, links, discussions, shadertoys,...) related to Signed Distance Field
- Host: GitHub
- URL: https://github.com/CedricGuillemet/SDF
- Owner: CedricGuillemet
- License: mit
- Created: 2021-07-18T16:16:01.000Z (over 4 years ago)
- Default Branch: main
- Last Pushed: 2024-06-12T13:36:09.000Z (over 1 year ago)
- Last Synced: 2025-10-04T04:58:55.060Z (2 months ago)
- Topics: demoscene, games, sdf, tools
- Homepage:
- Size: 54.7 KB
- Stars: 727
- Watchers: 27
- Forks: 29
- Open Issues: 2
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
- awesome-game-engine-dev - Signed Distance Field Resources - Tutorials, papers, software, demos, discussions, etc. (Specialty Topics / Signed Distance Fields)
- Awesome-Gamedev - link
README
# Signed Distance Field (SDF)
Resources, links, papers, discussions, ShaderToys on SDF and related algorithm.
Please contibute to this resource by sending your PRs!
## Tutorials / introductions
Jamie Wong, Ray Marching and Signed Distance Functions
http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
Alex Benton, Ray Marching and Signed Distance Fields
http://bentonian.com/Lectures/FGraphics1819/1.%20Ray%20Marching%20and%20Signed%20Distance%20Fields.pdf
Sungiant, Sphere tracing signed distance functions (Scala)
https://github.com/sungiant/sdf
Rendering Worlds with Two Triangles / with raytracing on the GPU in 4096 bytes
https://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
Raymarching Beginners' Thread
https://www.pouet.net/topic.php?which=7920&page=1
Potatro, RayMarching and DistanceFields : a story of SphereTracing
https://xoofx.com/blog/2009/10/12/potatro-and-raymarching-story-of/
Ray Marching for Dummies!
https://www.youtube.com/watch?v=PGtv-dBi2wE
Electric Square, Raymarching Workshop
https://github.com/electricsquare/raymarching-workshop
2D Distance fields with Unity and Unreal
https://joyrok.com/SDFs-Part-Two
SDF Decomposition
http://zone.dog/braindump/sdf_clustering/
The smallest WebGL SDF raymarcher (135 bytes), with detailed source code and useful links
https://xem.github.io/articles/webgl_quest_2.html
SDF Generator using Compute Shaders in Unity
https://mateigiurgiu.com/unity-sdf-generator-part-1/
https://mateigiurgiu.com/unity-sdf-generator-part-2/
An Introduction to Raymarching
https://typhomnt.github.io/teaching/ray_tracing/raymarching_intro/
Ray Marching Soft Shadows in 2D
https://www.rykap.com/2020/09/23/distance-fields/
Ray Marching
https://michaelwalczyk.com/blog-ray-marching.html
Shape Lens Blur Effect with SDFs and WebGL
https://tympanus.net/codrops/2024/06/12/shape-lens-blur-effect-with-sdfs-and-webgl/
## Games and tools
### Dreams
Alex Evans at Umbra Ignite 2015: Learning From Failure
Dreams tech from early prototypes to cloud point rendering
https://www.youtube.com/watch?v=u9KNtnCZDMI
PDF: https://www.mediamolecule.com/blog/article/siggraph_2015
Dreams: Under the Hood with Alex Evans!
https://www.youtube.com/watch?v=1Gce4l5orts
Alex Evans (NVIDIA), Optimising for Artist Happiness
https://www.youtube.com/watch?v=eGfX1iWzkh0&t=1273s
### MagicaCSG
Distance field editor with the same UI as MagicaVoxel by Epthtracy
https://ephtracy.github.io/index.html?page=magicacsg
### https://slimery.art/
SDF editor on the web
https://slimery.art/
GIF here : https://twitter.com/DaniGatunes/status/1413388975713173506
### Distance Field Modeler for Unreal Engine
https://twitter.com/SDFmodelerUE4
### Antimony
CSG (CAD) tool
https://www.mattkeeter.com/projects/antimony/3/
https://github.com/mkeeter/antimony
### Clayxels
Clayxels is the volumetric toolkit for Unity
https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312
### unbound.io
Collaborative SDF editing
https://www.unbound.io/
https://twitter.com/unbound_io
https://on-demand.gputechconf.com/gtc/2017/presentation/s7777-florian-hoenig-a-road-to-3d-for-everyone.pdf
### Claybook
"Claybook is a unique world made entirely of clay. Shape your character and the world around you to overcome challenging obstacles."
https://store.steampowered.com/app/661920/Claybook/
### Signed
Signed is a Lua based 3D modeling and construction language and will be a unique way to create 3D content, objects as well as whole scenes, in high detail.
https://github.com/markusmoenig/Signed
### SDF pathtracer on CPU
Pathtracer written on CPU which is capable of rendering both SDF as functions and as a volume grids. The application is written on top of Yocto/GL library.
https://github.com/edu-rinaldi/Volumetric-Path-Tracer
## Demos
Bounding Volume Hierarchy (BVH) implementation for SDFs to reduce per ray distance measurements
https://youtu.be/2T2FqvtXqLw
SDF / Ray Marching Prototypes. A collection of SDF related examples using fungi to handle the rendering.
https://sketchpunk.bitbucket.io/
## Algorithms / Papers
Iq distance functions
https://iquilezles.untergrund.net/www/articles/distfunctions/distfunctions.htm
Jon Baker, The Distance Estimator Compendium (many distance distance functions with awesome Fractal primitives)
https://jbaker.graphics/writings/DEC.html
Max Norm ellipsoid (sphere with transforms)
https://www.shadertoy.com/view/Mt2XWG
Efficient Max-Norm Distance Computation and Reliable Voxelization PDF
http://gamma.cs.unc.edu/RECONS/maxnorm.pdf
Distance to Quadratic Bezier
https://twitter.com/jbaker_graphics/status/1415767199382396940
3D: https://www.shadertoy.com/view/7dfGD2
GPU-Driven Rendering Pipelines / Cluster rendering
https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
Making Signed Distance Field Textures With Jump Flooding Algorithm (2D)
https://blog.demofox.org/2016/02/29/fast-voronoi-diagrams-and-distance-dield-textures-on-the-gpu-with-the-jump-flooding-algorithm/
https://blog.demofox.org/2016/03/02/actually-making-signed-distance-field-textures-with-jfa/
Enhanced Sphere Tracing
https://erleuchtet.org/~cupe/permanent/enhanced_sphere_tracing.pdf
Collection of smooth minimums, maximums, ramps, and absolutes.
https://www.shadertoy.com/view/ltf3W2
Segment Tracing Using Local Lipschitz Bounds (improve the marching step computation and accelerate the overall process.)
https://diglib.eg.org/handle/10.1111/cgf13951
Improved Alpha-Tested Magnification for Vector Textures and Special Effects (Valve 2007)
https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
Massively Parallel Rendering of Complex Closed-Form Implicit Surfaces
https://www.mattkeeter.com/research/mpr/
Tom Duff, Interval Arithmetic and Recursive Subdivision for Implicit Functions and Constructive Solid Geometry
http://fab.cba.mit.edu/classes/S62.12/docs/Duff_interval_CSG.pdf
Raph Levien’s research on 2D blurred shapes
https://raphlinus.github.io/graphics/2020/04/21/blurred-rounded-rects.html
Interval Raymarching
https://dercuano.github.io/notes/interval-raymarching.html
GigaVoxels:A Voxel-Based Rendering Pipeline For Efficient Exploration Of Large And Detailed Scenes
http://maverick.inria.fr/Membres/Cyril.Crassin/thesis/CCrassinThesis_EN_Web.pdf
Adaptively Sampled Distance Fields: A General Representation of Shape for Computer Graphics
_ *Frisken, Perry, Rockwood, and Jones - 2000*
https://www.merl.com/publications/docs/TR2000-15.pdf
Kizamu: A System for Sculpting Digital Characters - *Frisken and Perry - 2001*
https://dl.acm.org/doi/abs/10.1145/383259.383264
Hierarchical hp-Adaptive Signed Distance Fields - *Koschier, Deul, and Bender - 2016*
http://interactive-graphics.de/index.php/research/98-hierarchical-hp-adaptive-signed-distance-fields
GPU-Accelerated Adaptively Sampled Distance Fields - *Bastos and Celes - 2008*
https://www.researchgate.net/profile/Waldemar-Celes/publication/4344580_GPU-accelerated_Adaptively_Sampled_Distance_Fields/links/00b7d522f51ab59cc9000000/GPU-accelerated-Adaptively-Sampled-Distance-Fields.pdf
Signed Distance Computation using the Angle Weighted Pseudo-normal - *Bærentzen and Aanæs - 2005*
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.107.9173&rep=rep1&type=pdf
Fast Winding Numbers for Soups and Clouds - *Barill, Dickson, Schmidt, Levin, and Jacobson - 2018*
https://www.dgp.toronto.edu/projects/fast-winding-numbers/
Non-linear Sphere Tracing for Rendering Deformed Signed Distance Fields - *Seyb, Jacobson, Nowrouzezahrai, and Jarosz - 2019*
https://cs.dartmouth.edu/~wjarosz/publications/seyb19nonlinear.html
Concurrent Binary Trees (with application to longest edge bisection)
https://onrendering.com/data/papers/cbt/ConcurrentBinaryTrees.pdf
Bounding Interval Hierarchies (BIH) - 2006
(for improved per Ray distance calculations)
https://people.cs.clemson.edu/~dhouse/courses/405/papers/bounding-interval-WK06.pdf
GPU accelerated BIH Construction - 2014
https://www.uni-weimar.de/fileadmin/user/fak/medien/professuren/Virtual_Reality/documents/publications/2014.bih_construction_using_dynamic_parallelism.pdf
Synchronized-tracing of implicit surfaces - 2023
https://arxiv.org/pdf/2304.09673.pdf
## Talks
Dynamic Bounding Volume Hierarchies
(BVH methods applicable to BIH)
https://box2d.org/files/ErinCatto_DynamicBVH_GDC2019.pdf
Advanced-Procedural-Rendering-with-DirectX
https://www.gdcvault.com/play/1015726/Advanced-Procedural-Rendering-with-DirectX
Advanced Graphics Techniques Tutorial: GPU-Based Clay Simulation and Ray-Tracing Tech in 'Claybook'
https://www.gdcvault.com/play/1025030/Advanced-Graphics-Techniques-Tutorial-GPU
https://www.youtube.com/watch?v=Xpf7Ua3UqOA
Rendering mandelbox fractals faster with cone marching
https://www.youtube.com/watch?v=4Q5sgNCN2Jw&t=530s
http://www.fulcrum-demo.org/wp-content/uploads/2012/04/Cone_Marching_Mandelbox_by_Seven_Fulcrum_LongVersion.pdf
https://www.pouet.net/prod.php?which=59072
Conemarching in VR / Developing a Fractal experience at 90 FPS / Johannes Saam / Mariano Merchante / FRAMESTORE
https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Saam_Johannes_Merchante_Mariano_Conemarching%20in%20VR.pdf
https://www.gdcvault.com/play/1025454/Cone-Marching-in-VR-Developing
Fluid and Particle Physics in PixelJunk Shooter. 2D fluids collision detection with SDF
https://www.gdcvault.com/play/1012447/Go-With-the-Flow-Fluid
Realtime sparse Distance Fields for game
https://gpuopen.com/gdc-presentations/2023/GDC-2023-Sparse-Distance-Fields-For-Games.pdf
## Twitter/Reddit discussions
BVH with blending
https://twitter.com/TheKristofLovas/status/1415000116629495808
fBM style displacement Inigo quilez @iquilezles
https://twitter.com/iquilezles/status/1414738043118899200
https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm
How is SDF stored in a octree?
https://www.reddit.com/r/VoxelGameDev/comments/ontjdf/how_is_sdf_stored_in_a_octree/h5vrbea/
Using @SebAaltonen's eikonal solver (https://shadertoy.com/view/ltGGRw) to fix interior/exterior of SDF after add/cut.
https://twitter.com/Calneon/status/1422316033071882243
Casey Muratori's helpful notes for Implicit Surfaces and Interval Arithmetic
https://hastebin.com/raw/orenawiwum
"my best idea right now is to start in the middle of the ray/bounds intersection, and add new samples at the half way point of every unknown segment of the ray until you find a hit with no unknown space preceding it"
https://twitter.com/ladyaeva/status/1201770482766364672
"the idea here is that you start at the graph leaves and work your way down to the graph root. leaves emit geometry for basic shapes. operators modify the mesh data, and so on."
https://twitter.com/ladyaeva/status/1410120245621239808
## Code
hg_sdf A glsl library for building signed distance functions by Mercury
https://mercury.sexy/hg_sdf/
Rust & Vulkan test projects. "The first test project renders 1 million cubes, each containing a 950 MB (uncompressed) distance field volume.
The second test project is going to be using sparse octree storing a hierarchy of distance field volume bricks."
https://github.com/sebbbi/rust_test
libfive is a software library and set of tools for solid modeling, especially suited for parametric and procedural design.
https://libfive.com/
## Conversion to Polygonal Mesh
isosurface: A project testing and comparing various algorithms for creating isosurfaces
https://github.com/Lin20/isosurface
Manifold Dual Contouring - *Schaefer, Ju, and Warren - 2007*
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.75.9707&rep=rep1&type=pdf
Dual Contouring Tutorial
https://www.boristhebrave.com/2018/04/15/dual-contouring-tutorial/