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For some background, I've been looking for a way to make self-similar geometries in SDF raymarching for a while (and I know some others have as well). After a lot of trial and error, I came up with this loopless technique, and this post is mostly a rationalization of why it works. It's not a silver bullet, since the resulting fields have can be glitchy, but it can be massaged into some really nice results.

I also used this as an excuse to develop a mini framework for making interactive articles: https://github.com/pac-dev/dspnote

This is really cool and the effect looks awesome. I've been playing with raymarching recently, so I'll have to try this out^^.
I'm not sure what you mean by self similar geometries - typically things like this have been under the label of procedural textures whether they are in 2D, 3D, applied to volume densities, etc.