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Ghadeer Abou-Saleh

Still toying with ... Not sure what I was trying to accomplish with this example, or what I was expecting exactly.

I suppose it is a hybrid of / (not with a signed distance field, but with scalar field gradients) and (minus the polygonization). Maybe there is a proper name for it in the graphics circles?

I am using a to create a 3D texture with scalar field values and gradients, and sampling it in the fragment shader (the thing that shoots it with rays 🙂 )

Assuming the compression did not kill it, I kinda liked the quality more than using the conventional marching cubes/tetrahedra. Still, it might be a waste of GPU power on something simple. Also there are some undesirable artefacts that I could not get rid of.

The toy could be found here: ghadeeras.github.io/pages/scal

More gooey stuff! This time playing with

There is something satisfying about the way the surface deforms!

ghadeeras.github.io/pages/scal

Speaking of recursive noise, I wish supported tail recursive functions. But I suppose a shading language is not meant to be too complicated to implement.