Iñigo Quílez explains Slisesix demo

September 25, 2008 at 10:35 am (Demos, Presentations)

Iñigo Quílez posted a recent presentation on the techniques used in the “Slisesix” rgba demo. By procedurally generating a distance field representation of the scene, a fast, space-skipping raycast can be performed. Using a distance field representation allows other tricks such as fast AO and soft shadow techniques because information such as the distance and direction of the closest occluders are implicit in the representation. Alex Evans talked about using this type of technique ( see Just Blur and Add Noise) but in his proposed implementation the distance field came from rasterizing geometry into slices and blurring outward.

Presentation: Rendering Worlds with Two Triangles

2 Comments

  1. Chris said,

    He has posted a new image of the day on GameDev:
    http://www.gamedev.net/community/forums/topic.asp?topic_id=509773

  2. Real-Time Rendering » Blog Archive » Interesting bits said,

    […] Level of Detail blog has a great pointer to Slisesix’s amazing demo. “Demo” as in “Demo Scene,” where his […]

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