Thank you Puppeteer for the explanation. The site of Iņigo Quilez is also very informative and entertaining at the same time; I read his presentation: Rendering Worlds with Two Triangles with raytracing on the GPU in 4096 bytes, now I think I have understood it.

As Superku said, I think regular meshes are nicer for certain things. I want for example hard edges like in this image:



and I am not 100% sure if I can achieve this easily with distance fields.

Other than that, I see also the possibilities for soft shadow rendering and collision detection. Maybe I will try a distance field for shadow computation; otherwise I would have used raytracing instead. I would then calculate a distance field that matches the polygonal ring. In the pixel shader I would evaluate then the shadow factor.

Last edited by HeelX; 12/10/13 23:32.