NOTE: This site has just upgraded to Forester 5.x and is still having some style and functionality issues, we will fix them ASAP.

preface [ag-000H]

The note should contain:

  • ray-marching ordinary SDFs
  • ray-marching SDFs with singularities
  • optimizations: bounded, adaptive etc.
  • lighting
  • shadow, including self-shadow
  • edge detection
  • auto-differentiation, curvature and geodesics
  • non-Euclidean space
  • dynamics, chaos, fractals
  • volumetric ray marching
  • meshes, polygonization, reconstruction
  • higher dimensions
  • PGA, CGA
  • geometric construction based on topology and constraints
  • neural implicit surfaces [Takikawa et al. 2021, Section 2]
  • limitation

This is also an experiment to see how well the following 4 mix together in Forester:

  • formal math notes of the concepts and formulas
  • illustrative diagrams in TikZ
  • psuedocode of the algorithms, then syntax highlighted acutal shade code
  • the rendered GL canvas

See some links for rendering implicit surfaces, some links for learning shaders and 0910~0911 in Learning diary for some links as references. See test Three.js and shaders, test compute shaders for experiments on shaders.