Still toying with #webgpu ... Not sure what I was trying to accomplish with this example, or what I was expecting exactly.
I suppose it is a hybrid of #raycasting / #raymarching (not with a signed distance field, but with scalar field gradients) and #marchingcubes (minus the polygonization). Maybe there is a proper name for it in the graphics circles?
I am using a #compute #shader to create a 3D texture with scalar field values and gradients, and sampling it in the fragment shader (the thing that shoots it with rays 🙂 )
Assuming the compression did not kill it, I kinda liked the quality more than using the conventional marching cubes/tetrahedra. Still, it might be a waste of GPU power on something simple. Also there are some undesirable artefacts that I could not get rid of.
The toy could be found here: https://ghadeeras.github.io/pages/scalar-field-tracing
#webgpu #raycasting #raymarching #marchingcubes #compute #shader
My #marchingCubes based #3dmodeling #cad Software is now much faster:
#marchingcubes #3dmodeling #cad