








Nicole Feng
We introduce a method for approximating the signed distance function (SDF) of geometry corrupted by holes, noise, or self-intersections. The method implicitly defines a completed version of the shape, rather than explicitly repairing the given input. Our starting point is a modified version of the heat method for geodesic distance, which diffuses normal vectors rather than a scalar distribution. This formulation provides robustness akin to generalized winding numbers (GWN), but provides distance function rather than just an inside/outside classification. Our formulation also offers several features not common to classic distance algorithms, such as the ability to simultaneously fit multiple level sets, a notion of distance for geometry that does not topologically bound any region, and the ability to mix and match signed and unsigned distance. The method can be applied in any dimension and to any spatial discretization, including triangle meshes, tet meshes, point clouds, polygonal meshes, voxelized surfaces, and regular grids. We evaluate the method on several challenging examples, implementing normal offsets and other morphological operations directly on imperfect curve and surface data. In many cases we also obtain an inside/outside classification dramatically more robust than the one obtained provided by GWN.
Nicole Feng
We describe a method for computing signed distance to point clouds that allows fast pointwise evaluation at arbitrary spatial resolution. As input, our method takes a point cloud with normals; as output, it provides an analytical parameterization that allows queries of signed distance to the approximate underlying surface at arbitrary points โ simultaneously providing reconstruction and distance. Our key idea is to reconstruct shapes by locally fitting point clouds with tori, which have closed-form signed distance functions. Tori are fitted in a feed-forward manner, using a pre-trained network to output per-point curvature and shift parameters. Importantly, our method does not require costly global optimization or spatial discretization, and is easily parallelizable. Underlying our method is a new theory that unifies signed distance with the classic reconstruction methods of winding numbers and Poisson surface reconstruction. We use our method to compute signed distance to point clouds arising from photogrammetry, meshes, 3D Gaussians, and neural implicits. Our method allows point clouds to be used directly in applications, without explicit surface reconstruction: as examples, we take offsets of point clouds, apply morphological and Boolean operations, and directly visualize offset surfaces using sphere tracing.

Bobiverse Atlas
Textured spacecraft, ocean reflections, fine surface detail and cinematic light. World appearances are artistic interpretations.
kepano (@stephango.com)
This is Pele, my new rendering library for diagrams and charts, compatible with the latest Mermaid syntax. - 100-500ร faster than mermaid.js - 6ร smaller bundle - No dependencies - Easy to theme - Responsive to device width - Open source (MIT) Try it at pele.run
Fast calculation of the distance to cubic Bezier curves on the GPU
Bรฉzier curves are a core building block of text and 2D shapes rendering. There are several approaches to rendering them, but one especially challenging problem, both mathematically and technically, is computing the distance to a Bรฉzier curve. For quadratic curves (one control point), this is fairly accessible, but for cubic (two control points) we're going to see why it is so hard.
Text rendering and effects using GPU-computed distances
Text rendering is cursed. Anyone who has worked on text will tell you the same; whether it's about layout, bi-directional, shaping, Unicode, or the rendering itself, it's never a completely solved problem. In my personal case, I've been working on trying to render text in the context of a compositing engine for creative content. I needed crazy text effects, and I needed them to be reasonably fast, which implied working with the GPU as much as possible. The distance field was an obvious requirement because it unlocks anti-aliasing and the ability to make many great effects for basically free.
Nomnoml
A tool for drawing diagrams based on syntax. Supercharge your boxes and arrows.

Modern rendering culling techniques | krupitskas ๐ฆ๏ธ
๐ ๐ ๐ ๐ฒ๐ฒ๐ฒ๐ ๐ฒ๐ฒ๐ ๐ฒ๐ฒ๐ ๐ฒ๐ ๐ฒโ๐ ๐ฒ๐ฒ๐ฒ

Tomb of Glowing Lava - How to Model Ultra Realistic Lava
Simple Boxcar Weathering
A Topological Picture Book, Rendered
Hand-hatched surfaces after the mid-century manner of Francis, Apรฉry, HilbertโCohn-Vossen. Drag to turn the model freely (shift-drag to roll it); scroll to approach.
Mesh Outlines Without Post-Processing in Unreal Engine
Some time ago I saw a neat solution by Cory Spooner on outlining meshes using particle sprites. The concept has been done before โ but itโs interesting enough to cover it regardless for Unreal Engine...
