Ray Marching Signed Distance Fields

This is my first attempt in real-time rendering of a procedurally generated terrain:

raymarching

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, applying third-order texture filtering to improve the quality.

You can download the demo (Windows, x64) here. The source code is in my github repository.

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3 Responses to “Ray Marching Signed Distance Fields”

  1. Johnk129 Says:

    Nice read, I just passed this onto a friend who was doing some research on that. And he actually bought me lunch as I found it for him smile Thus let me rephrase that Thanks for lunch! dckkecgdkdgk

  2. Johnc142 Says:

    Hey esto es un gran poste. Puedo utilizar una porcin en ella en mi sitio? Por supuesto ligara a su sitio as que la gente podra leer el artculo completo si ella quiso a. Agradece cualquier manera. edcdgdeaegfd

  3. Tractari auto Says:

    Excellent post.

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