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loren schmidt @lorenschmidt.bsky.social

oh yes! someone showed me this once. i can't quite tell how it works from the posts- is it creating new geometry which is essentially the surface shell of the heightmap (with crisp edges instead of slopes?). or is it doing something like a raycaster in a shader?

jun 15, 2025, 2:44 pm • 1 0

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Gadget Patch @gadgetpatch.bsky.social

It's hard to say without seeing the source, but from the blog post, I got the sense it was taking a low-fi triangle mesh and displacement map, and dynamically generating and baking the higher-fidelity geometry/normals. If it's purely displacement/shell-based, I can't see how it's hiding the edges!

jun 15, 2025, 2:54 pm • 3 0 • view
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loren schmidt @lorenschmidt.bsky.social

yeah i'd expect some non-right angles if it were purely displacing along a heightmap, and concave + convex corners would have to do some warping.... and if it were purely a displacement mapping-esque shader space solution i'd expect different artifacts. i would love a more technical breakdown.

jun 15, 2025, 2:59 pm • 2 0 • view
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Gadget Patch @gadgetpatch.bsky.social

Same. Wonder if Schroeder would be open to an email?

jun 15, 2025, 3:18 pm • 2 0 • view