Resources, links, papers, discussions, ShaderToys on SDF and related algorithm. Please contibute to this resource by sending your PRs!
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/
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
Distance field editor with the same UI as MagicaVoxel by Epthtracy https://ephtracy.github.io/index.html?page=magicacsg
SDF editor on the web https://slimery.art/ GIF here : https://twitter.com/DaniGatunes/status/1413388975713173506
https://twitter.com/SDFmodelerUE4
CSG (CAD) tool https://www.mattkeeter.com/projects/antimony/3/ https://github.com/mkeeter/antimony
Clayxels is the volumetric toolkit for Unity https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312
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 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 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
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
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/
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
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
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
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/
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/