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Alex Evans at Umbra Ignite 2015: Learning From Failure

Media Molecule7 HN recommenders · recommended in 6 months, 2017–2026
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talk · advanced · evergreen · 2017–2026 on HN

Media Molecule's Alex Evans recounts the journey, including the failures, of finding the Dreams engine, based on his Siggraph 2015 talk. It covers the signed-distance-field and splat-based rendering approach and the artistic goals behind it.

HN calls it an inspirational must-see on SDF rendering and a favorite tech talk for graphics programmers.

11 comments from Hacker News

@stephomi2020-10 · in “A 3D sculpting web application”

(dev behind sculptgl, but I didn't make the HN story) Nice project! sculptgl is based on polygons (tris/quads only, and using webgl for rendering). As for the other project it was just as a quick and dirty experiments :). link link On Unity there is Clayxel and more recently Mudbun, both based on implicit surfaces. And obviously, the Dreams presentation which is an inspirational must see ▶ this video

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@turtledragonfly2026-01 · in “I'm making a game engine based on dynamic signed distance fields (SDFs) [video]”

The Dreams team made a nice talk at SIGGRAPH 2015, if you want to check it out: * Slides (good notes): link * video: ▶ this video

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@jmiskovic2021-01 · in “Metaballs and Marching Squares”

Another way to do blobby geometry are signed distance fields (SDFs). You define different geometry solids by specifying function which returns for any point in space how far that point is from the surface of the solid. [1] If they are defined this way, it is easy to smoothly interpolate between two or more solids. When rendering to screen, similar techniques have to be used to convert to screen geometry in realtime. The latest technical marvel that uses this tech is Media Molecules Dreams. With SDFs they made rich modelling tools (constructive solid geometry) that produce geometry for physics and painting-style renderer, all running on PS4. The Learning From Failure talk [2] was quite inspiring on lengths they went to achieve their artistic goals. [1] link [2] ▶ this video

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@rsp19842021-01 · in “Raymarching Distance Fields (2008-2020 compilation)”

I was actually looking for some resources on this but couldn't find much. Do you have any pointers? I saw Alex Evan's excellent talk from 5 years ago [1], which sparked my interest. [1] ▶ this video

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@veli_joza2018-05 · in “How Voxels Became ‘The Next Big Thing’”

There's so much misunderstanding and wrong terminology surrounding voxels. Voxels are a way to store world data in memory, basically 3d bitmaps. They won't give you infinite details, just the opposite - they can only give you single '3d resolution'. To actually get infinite details, you have to switch underlining world representation from static data (meshes, voxels) to mathematical (perlin noise, fractals). Here you make an important trade-off - mathematical representation is harder to make changes to, because each modification would increase complexity of math formula used to describe the world. You can see lot of deformations in voxel demos but they are global transformations (scale, shear). Minecraft uses hybrid approach. Inital world is described by math (called world generation) but it's then serialized (sampled) as data with specific voxel size, that you can easily manipulate. Edit: another, IMO far more impressive approach is Media Molecules' upcoming Dreams software that uses constructive solid geometry and sparse distance fields to describe and manipulate 3d geometry. Here's a detailed tech talk: ▶ this video

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