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nvscene 2008 - Rendering Worlds With Two Triangles
Thanks to the demoscene outreach group guys me and few other demosceners could give some seminars at nvscene in San Jose (California). It was some very interesting days, where we enjoyed of a nice party, learned a lot with cool seminars and met the american demoscene. The hotel was in the very same conference center, so it was really cool :) Ah yes, my presentation was about rendering procedural images based on raymarching in the GPU, in the context of four kilobytes demos.

The presentation does first introduce the four kilobytes demos produced by the demosceners. This was a good chance to show the world what amazing things demosceners are doing today, so I showed all sort of 1k and 4k intros featuring raytracing, raymarching and similar techniques. Then I quickly introduced the concept of raymarching into voxels, analytic surfaces, and procedural surfaces without any close analytical expression. Then I introduced the concept of distance fields as rendering acceleration technique and procedural modeling tool. This was quite a forgotten field of CG, and I like to think I somehow rebumped it by showing the making of Slisesix (the image on the right) what is computed by rendering on distance fields, and fits in 3 kilobytes (that includes the models, textures, lighting, materials, and renderer).

I quickly introduced some of the most basic operations in procedural distance fields as cloning, deforming and blending. I also explained how to efficiently compute ambient occlusion and soft shadows.

I think it's a rather complete and fun read.

The presentation is actually a demo with slides and realtime images. You can download it here. If it doesn“t work (cause you have an old computer), then you can download the pdf version instead.