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slisesix
This image was the first to be generated with the distance field technique.
It contains some simple geometric primitives like boxes, planes and spheres, but also some
more interesting organix shapes (the monster in the center of the image mainly). It's interesting how simple is to blend, twist or deform shapes with this raymarching
technique.
It's also interesting to note that both the soft shadows and the ambient occlusion are very very cheap to compute. Actually the cost is quite smaller than that of
casting (marching) a single ray. No joke. The distance field gives enought information as to fake these two shading techniques without resorting to montecarlo
integration.
I also made a small video of the scene that you can grab here or watch directly here in youtube.
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organix
Organix was a fast production, and an attempt to not only procedurally generate the geometry and the textures, but also the lighitng.
Everything seen in the image are simple shapes again, but they are distorted with perlin noise functions. Because noise functions are slow to compute, the raymarching
process is very slow in this image. It takes around 40 seconds to render in a dualcore laptop at 1280x720 resolution.
Most of the work went in the texturing in fact (and also most of the bytes).
Lighting is fake, in the sense that shadows and ambient occlusion are procedurally painted on the geometry, not computed in any way (not even faked).
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leizex
This was a one day production. I wanted to check how it is to directly raymarch a celular pattern (also known as voronoi diagram) in three dimensions. It's a fully procedural
voronoi pattern (no LUT used), so itīs very slow.
Again shading is fake, there is no light source, neither there is ambient occlusion or anything. Colors are procedurally asigned to points in space. There is a bit of
fog though.
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bridge
This is a sketch really, but it never got completed, due to the lack of artistic appealing of the image. The intereseting part is probably the technique used for
creating the grass, and the design of the bridge formula, which is a combination of bent and distorted boxes mainly.
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distant forest
An attempt to fake some trees, really. It got some nice analytic fog (as explained here). I never finished this one neither.
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city
Unfinished raymarched distance field. Basically an experiment on raymarching hierarchical distance fields. The lighitng was donde by pathtracing, which
gave some nice indirect lighting to the cubes.
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fruxis
In this case the raymarching happens in the GPU. The lighting is done with a simple pathtracer. The geometry is really simple (all planes and deformed spheres), but it was
more of an experiment on pathtracing than anything.
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