opRound: Edge Rounding Operation
Geometric Edge Softening for Distance Fields
The opRound
operation applies uniform rounding to SDF shapes by subtracting a rounding radius from the distance field. This technique smooths sharp edges and corners, creating more organic and visually pleasing geometry.
Mathematical Foundation
The rounding operation is mathematically straightforward:
where is the rounding radius. This operation effectively expands the surface inward by the rounding distance, creating smooth transitions at previously sharp edges.
Function Signature
Parameter | Type | Description |
---|---|---|
d | float | Original SDF distance value |
h | float | Rounding radius (softening amount) |
Implementation Demonstration
Live Editor
const fragment = () => { const up = vec3(0, 1, 0) const eps = vec3(0.01, 0, 0) const eye = rotate3dY(iTime).mul(vec3(4)) const sdf = Fn(([p]: [Vec3]) => { const cube = cubeSDF(p, 0.5) return opRound(cube, 0.3) }) const march = Fn(([eye, dir]: [Vec3, Vec3]) => { const p = eye.toVar() const d = sdf(p).toVar() Loop(16, ({ i }) => { If(d.lessThanEqual(eps.x), () => { const dx = sdf(p.add(eps.xyy)).sub(d) const dy = sdf(p.add(eps.yxy)).sub(d) const dz = sdf(p.add(eps.yyx)).sub(d) const normal = vec3(dx, dy, dz).normalize() const light = vec3(2, 4, 3).sub(p).normalize() const diffuse = normal.dot(light).max(0.1) return vec4(vec3(diffuse.mul(0.8).add(0.2)), 1) }) p.addAssign(d.mul(dir)) d.assign(sdf(p)) }) return vec4(0) }) const z = eye.negate().normalize() const x = z.cross(up) const y = x.cross(z) const scr = vec3(uv.sub(0.5), 2) const dir = mat3(x, y, z).mul(scr).normalize() return march(eye, dir) }