Ray Marching Signed Distance Fields

This is my first attempt in real-time rendering of a procedurally generated terrain: The terrain is generated from 3D Perlin Noise. It is converted to a signed distance field using Danielsson’s distance transform and stored in a 3D texture of size 256x256x256 on the GPU. The scene is rendered directly from the distance field, applyingContinue reading “Ray Marching Signed Distance Fields”

Third-Order Texture Filtering using Linear Interpolation

A straightfoward implementation of bi- or tricubic texture filtering requires lots of texture lookups. As texture lookups are slow on current graphics hardware, reducing their number greatly improves the performance of high-order filtering kernels. In contrast, linear interpolation is relatively cheap as it is supported by the hardware. This fact has been exploited by SiggContinue reading “Third-Order Texture Filtering using Linear Interpolation”