#Amit has finished his guide to #SDF #fonts #toread
on 02026-03-03#video. He says he “evaluates the [#SDF] function once for all points on a [sparse] grid once, and then reuse those cached values when rendering” to get fast enough #performance for fully dynamic #videogames, using bilinear interpolation between the SDF at lattice points to approximate the SDF at intermediate positions. This produces the usual chamfered corner artifacts you see in SDF fonts, as he points out. He uses “brick maps” to reduce storage and, for #LoD, “geometry clipmaps” and the #Jolt-physics engine. However, it seems like he’s having trouble with objects “melting” onto his terrain. #toread #graphics #shaders
on 02026-01-12Steven #Wittens’s #SDF #fonts page where he implemented the Euclidean #Distance-Transform to avoid the #Mapbox #TinySDF wobbliness and pixelation problems. Apparently there’s a separable approach to this: “Like a Fourier Transform, you can apply it to 2D images by applying it horizontally on each row X, then vertically on each column Y (or vice versa).” ...really? Holy shit, you just count up with squared distances and everything works, that’s fucking insane. Then he figures out how to make it work with subpixel #antialiasing: “Here’s how I assembled a “true” Euclidean Subpixel Distance Transform.” #algorithms #toread
on 02026-01-1282-minute #SDF #video which I think ismostly about #sphere-tracing #graphics in #Unreal-Engine for #videogames. #toread
on 02026-01-12Amit Patel on #SDF #fonts pros and cons, with #explorable-explanations, using #msdfgen
on 02026-01-12#PDF of #Detheroc’s #SDF #fonts #dissertation, loading unusably slowly right now. #toread
on 02026-01-12#Detheroc (Viktor Chlumský) did their #dissertation on #SDF #fonts using a median-of-three approach to get sharp corners. #graphics
on 02026-01-12Multichannel #SDF #fonts with sharp corners in the #LambdaCube Font Engine (#Lafonten) using four channels rather than two. #graphics
on 02026-01-12#Qt’s QML Scene Graph renders text using #SDF #fonts with even subpixel #antialiasing, by the simple expedient of “extruding” outline fonts (I think they mean inset/outset). #graphics
on 02026-01-12how #Mapbox uses #SDF #fonts for #maps, including “text halos”, with images of the SDF texture atlases, using 192–255 for “inside” negative SDF values. #graphics
on 02026-01-12the 02007 #SIGGRAPH #PDF #paper by Chris Green at #Valve about #SDF #fonts. Cites a SIGGRAPH ’00 paper by Frisken, Perry, Rockwood, and Jones on adaptively sampled SDFs. #graphics
on 02026-01-12#SDF #raytracer in #Haskell #3D #graphics #small-is-beautiful
on 02023-10-08#source-code by #Detheroc for "msdfgen", which renders #fonts using a multi-channel #SDF to get sharp corners. #graphics
on 02016-08-03Chris Green’s #pdf #graphics #paper on magnified rendering of line-art textures using #shaders to bilinear-filter a low-resolution "signed distance field" (#SDF) texture and then threshold it (“alpha testing”). Seems like it could be applicable to raster-to-vector conversion (e.g. potrace). (The file is rather heavy for viewing in xpdf; recommend evince or a similar prefetching PDF viewer.)
on 02016-08-03