Resources, links, papers, discussions, ShaderToys on SDF and related algorithm. Please contibute to this resource by sending your PRs!
Jamie Wong, Ray Marching and Signed Distance Functions http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
Alex Benton, Ray Marching and Signed Distance Fields http://bentonian.com/Lectures/FGraphics1819/1.%20Ray%20Marching%20and%20Signed%20Distance%20Fields.pdf
Sungiant, Sphere tracing signed distance functions (Scala) https://github.com/sungiant/sdf
Rendering Worlds with Two Triangles / with raytracing on the GPU in 4096 bytes https://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
Raymarching Beginners' Thread https://www.pouet.net/topic.php?which=7920&page=1
Potatro, RayMarching and DistanceFields : a story of SphereTracing https://xoofx.com/blog/2009/10/12/potatro-and-raymarching-story-of/
Ray Marching for Dummies! https://www.youtube.com/watch?v=PGtv-dBi2wE
Electric Square, Raymarching Workshop https://github.com/electricsquare/raymarching-workshop
Alex Evans at Umbra Ignite 2015: Learning From Failure Dreams tech from early prototypes to cloud point rendering
https://www.youtube.com/watch?v=u9KNtnCZDMI
PDF: https://www.mediamolecule.com/blog/article/siggraph_2015
Dreams: Under the Hood with Alex Evans! https://www.youtube.com/watch?v=1Gce4l5orts
Alex Evans (NVIDIA), Optimising for Artist Happiness https://www.youtube.com/watch?v=eGfX1iWzkh0&t=1273s
Distance field editor with the same UI as MagicaVoxel by Epthtracy https://ephtracy.github.io/index.html?page=magicacsg
SDF editor on the web https://slimery.art/ GIF here : https://twitter.com/DaniGatunes/status/1413388975713173506
https://twitter.com/SDFmodelerUE4
Clayxels is the volumetric toolkit for Unity https://assetstore.unity.com/packages/tools/game-toolkits/clayxels-165312
Collaborative SDF editing https://www.unbound.io/ https://twitter.com/unbound_io https://on-demand.gputechconf.com/gtc/2017/presentation/s7777-florian-hoenig-a-road-to-3d-for-everyone.pdf
SDF / Ray Marching Prototypes. A collection of SDF related examples using fungi to handle the rendering. https://sketchpunk.bitbucket.io/
Iq distance functions https://iquilezles.untergrund.net/www/articles/distfunctions/distfunctions.htm
Jon Baker, The Distance Estimator Compendium (many distance distance functions with awesome Fractal primitives) https://jbaker.graphics/writings/DEC.html
Max Norm ellipsoid (sphere with transforms) https://www.shadertoy.com/view/Mt2XWG
Efficient Max-Norm Distance Computation and Reliable Voxelization PDF http://gamma.cs.unc.edu/RECONS/maxnorm.pdf
Distance to Quadratic Bezier https://twitter.com/jbaker_graphics/status/1415767199382396940 3D: https://www.shadertoy.com/view/7dfGD2
GPU-Driven Rendering Pipelines / Cluster rendering https://advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
Making Signed Distance Field Textures With Jump Flooding Algorithm (2D) https://blog.demofox.org/2016/02/29/fast-voronoi-diagrams-and-distance-dield-textures-on-the-gpu-with-the-jump-flooding-algorithm/ https://blog.demofox.org/2016/03/02/actually-making-signed-distance-field-textures-with-jfa/
Enhanced Sphere Tracing https://erleuchtet.org/~cupe/permanent/enhanced_sphere_tracing.pdf
Collection of smooth minimums, maximums, ramps, and absolutes. https://www.shadertoy.com/view/ltf3W2
Segment Tracing Using Local Lipschitz Bounds (improve the marching step computation and accelerate the overall process.) https://diglib.eg.org/handle/10.1111/cgf13951
Improved Alpha-Tested Magnification for Vector Textures and Special Effects (Valve 2007) https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
Advanced-Procedural-Rendering-with-DirectX https://www.gdcvault.com/play/1015726/Advanced-Procedural-Rendering-with-DirectX
Advanced Graphics Techniques Tutorial: GPU-Based Clay Simulation and Ray-Tracing Tech in 'Claybook' https://www.gdcvault.com/play/1025030/Advanced-Graphics-Techniques-Tutorial-GPU https://www.youtube.com/watch?v=Xpf7Ua3UqOA
Rendering mandelbox fractals faster with cone marching https://www.youtube.com/watch?v=4Q5sgNCN2Jw&t=530s http://www.fulcrum-demo.org/wp-content/uploads/2012/04/Cone_Marching_Mandelbox_by_Seven_Fulcrum_LongVersion.pdf https://www.pouet.net/prod.php?which=59072
Conemarching in VR / Developing a Fractal experience at 90 FPS / Johannes Saam / Mariano Merchante / FRAMESTORE https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Saam_Johannes_Merchante_Mariano_Conemarching%20in%20VR.pdf https://www.gdcvault.com/play/1025454/Cone-Marching-in-VR-Developing
Fluid and Particle Physics in PixelJunk Shooter. 2D fluids collision detection with SDF https://www.gdcvault.com/play/1012447/Go-With-the-Flow-Fluid
BVH with blending https://twitter.com/TheKristofLovas/status/1415000116629495808
fBM style displacement Inigo quilez @iquilezles https://twitter.com/iquilezles/status/1414738043118899200 https://iquilezles.org/www/articles/fbmsdf/fbmsdf.htm
How is SDF stored in a octree? https://www.reddit.com/r/VoxelGameDev/comments/ontjdf/how_is_sdf_stored_in_a_octree/h5vrbea/
hg_sdf A glsl library for building signed distance functions by Mercury https://mercury.sexy/hg_sdf/
Rust & Vulkan test projects. "The first test project renders 1 million cubes, each containing a 950 MB (uncompressed) distance field volume. The second test project is going to be using sparse octree storing a hierarchy of distance field volume bricks." https://github.com/sebbbi/rust_test