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The signed distance function defining a solid can be parameterized by anything. Common ones are results of a finite element analysis, thereby allowing you to make the structure thinner where it doesn't need strength.

In the case animation, parameterize it by a global clock, and each frame the objects are in slightly different positions dictated by a rough physics model (like a person's skeleton).



Bad topology generated by marching cubes from an SDF is not going to replace hand tuned topology for animated meshes in VFX and video games in the near future. Even highly dense Nanite meshes in UE5 don't support skeletal deformation yet.




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