Copied some paper notes I've referred to often

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Chris Hodapp 2021-07-27 16:54:37 -04:00
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---
title: "(hand-waving musing on geometry)"
author: Chris Hodapp
date: "2019-08-10"
tags:
- procedural graphics
draft: true
---
(This is copied verbatim from some notes taken on 2019-08-10, aside
from corrections I thought were needed.)
SDFs in some sense are _duals_ of other ways of expressing geometry.
A lossless transform isn't always possible or sensible. Think of the
term "distance transform" though. Interestingly, the /domain/ does
not change with this transform - only the range (and then sometimes
only its interpretation). The representation of the SDF doesn't
change this - e.g. analytical/procedural SDF vs. a 3D texture which
samples and interpolates. Think of how an approximate FFT degrades
frequency information but still leaves most of the sound intact - and
how a sampled SDF still preserves edges.
(Consider inductive bias vs. deductive bias of a representation. What
is easy? What is possible?)
Interestingly, the same procedural vs. explicit dichotomy shows up
here. (Dichotomy or spectrum?) Perhaps 'explicit' is the wrong word
or at least an unhelpful one, because it confuses it with the explicit
vs. implicit in geometry. A voxel grid may just be floating-point
data, but it can contain an _implicit_ surface via its level set
(i.e. isosurface).
So, perhaps the spectrum is just procedural vs. data. A sampled SDF
is mostly data, expressing a surface implicitly. The fact that
interpolation is a sensible way to handle these samples (since SDFs
tend to be smooth, even over edges of the surface) is the "procedural"
part of this that is needed.
(margin note: Calling it 'procedural' without a formal procedure being
present/reified is perhaps a misnomer)
"Explicit" geometry (e.g. a triangle mesh) is along similar lines.
The mesh itself is mostly data. Some renderers and modeling tools add
some "procedural" element, such as tesselation. If I generate this
geometry myself via a program, however, I retain most of the strengths
of a procedural form of geometry, even though most systems can't
handle this procedure directly (only its output) - unlike with shaders
or sphere tracers.
The interesting part (to me at least) comes from the ability of
procedures to be _parametric_, which acts as a tremendous level to
reuse and efficiency, and to express infinite resolutions, sizes, and
even levels of detail or variation, ranging from continuity, to noise
functions that extend infinitely, to fractals that produce detail
infinitely small.
There is still a bit of a split between continuous implicit functions
(my terminology might be awful), e.g. things like SDFs but also other
implicit surfaces I might use other ways, and things a bit closer to
automata, even just explicit representations. More "continuous"
descriptions are directly amenable to the whole range of things in
vector calculus - gradients and gradient-desncent and optimization and
so forth - but this might come at the cost of putting some kinds of
recursion/iteration completely out of reach. The more 'explicit' (?)
description may be able to express these effortlessly (e.g. thing of
cellular automata and context-free grammars) but they lose some of the
nice analytical properties, even if they generate things into some
continuous space, like being able to render directly with raymarching.
These limitations might be less present than I think. Syntopia's blog
has the whole 'folding space' section and expressing a Sierpinski in
an SDF while still (I think) preserving differentiation, and all sorts
of transforms may still preserve it (including summation) by
linearity.
Mandelbrot's an interesting case here in that it has a distance
estimate, yet all of the complexity (maybe more) of automata and a
recursive system.