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
added on the 2011-05-30 09:33:34 by Mewler Mewler
Correction: Looks like they are starting to catch up. :) It's not only the shadows, there's much more you can do with them.
added on the 2011-05-30 09:37:49 by decipher decipher
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.
added on the 2011-05-30 09:53:33 by kusma kusma
kusma: What? You must be joking. Everyone knows that the demoscene ALWAYS invent all of the techniques currently used. Come on man, be serious...
added on the 2011-05-30 10:00:10 by gloom gloom
Then I say something!!
added on the 2011-05-30 10:00:36 by ferris ferris
this one was funny!!!!
added on the 2011-05-30 12:02:12 by pantaloon pantaloon
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 :) )
added on the 2011-05-30 16:35:49 by smash smash
Representing the scene in a volume and using it to create shadows / occlude light is probably a very nice thing to do.
added on the 2011-05-30 16:43:12 by xernobyl xernobyl
OMG multi billion dollar industry outpaces bedroom coding :)
pfffft, farbrausch bought the game industry ages ago!
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added on the 2011-05-30 23:16:55 by ferris ferris