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This looks super interesting. Does anyone know any other good resources for graphics programming?
http://www.iquilezles.org/www/index.htm

I come back to Inigo's site every few months to add to my appreciation of the demoscene. It isn't like stage magic, it's even more amazing when you see how the trick is done. He was hired by Pixar in 2009. I'm assuming they recruited him.

This looks awesome, thank you
This demo drew attention a lot in the game industry. Also, there is no mention to it in the nvidia paper but another noteworthy voxel terrain demo was the cave demo (voxlap engine) from Ken Silverman (3D realms / Duke Nukem 3D 'Build' editor) [1].

[1] http://advsys.net/ken/voxlap/voxlap03.htm

Somehow I do find that "Elevated" in 4 KB beats all these 50 bytes spreadsheet in JavaScript that have made it lately on HN! (4 KB, including the music)
There's difficulty in both but I've always had respect for the demoscene.
I wonder if this is now No Man's Sky works.
its also possible to achieve similar effects using whittaker iteration as a 'sloppy but fast' alternative to the sphere tracing/distance field approach

there is not much good reference on it though (which is why i am compelled to self link)

http://software.intel.com/sites/billboard/article/star-chart... http://jheriko-rtw.blogspot.co.uk/2009/05/whittakers-method-...

its less well known by far... Steven Wittens came across it, and I shamelessly nicked it, back when we were doing AVS presets for Winamp. Speaking of Winamp, back then Geiss (the author of this article) created Monkey - it used D3D and hardware acceleration iirc, but also rendered an isosurface similar to the method described in this article.

It was an interesting period of actual innovation in those days...

Very nice, but is this practical for games? What about collision detection, AI players etc? Or would you use it mainly for backgrounds, skies and such?