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by creata 987 days ago
Can someone here explain how this works?

I'm not sure how reliable it is, but here's[1] an old Reddit comment describing the method that Desmos (2D) uses. That method works in 3D, so maybe Desmos 3D uses it, too.

[1]: https://www.reddit.com/r/desmos/comments/qlhmbc

1 comments

After playing a bit with it, it looks like some variant of the marching cubes algorithm, and it looks recursive, as expected. Same as your Reddit thread but in 3D.

There are most likely a bunch of optimizations, but I can't think of another way of doing it. There are raytracing/raymarching techniques too, but these look different, and they are most likely cost prohibitive for arbitrary function. There is the marching tetrahedra algorithm too, but I doesn't look like it and don't see a reason to use it now that the patent for the marching cubes algorithm has expired.

It's @iquilezles's work who is a ray marching wizard, in the most literal sense of the word that still comports with reality.
Source? As far as I know, iq has been full-time at Adobe.