~/talk

Procedural GUI & GFX

Talkat SGJ 2024 Conference · on Saturday, 2024-04-20· [game-development]
links:none on file
slides:none on file

Covers practical pipelines for using signed distance fields in UI: GPU jump‑flood builds SDFs at ~2× memory cost, encodes nearest‑pixel UVs and ID priorities to get correct outlines through geometry, and supports crisp text, configurable outlines and soft shadows used in shipped titles. Recommends anti‑aliasing via hardware derivatives (estimate UV change per pixel and blend multiple samples) instead of temporal AA for procedural UI. Demonstrates noises (Perlin, Simplex, Voronoi) and live demos on ShaderToy; effects are lightweight, artist‑configurable, and proven in production.

AI-written summary · about

  1. 0:00Introduction to UI in games
  2. 1:43Signed distance fields
  3. 4:20Applying SDF effects
  4. 7:17The jump flood algorithm
  5. 10:45Anti-aliasing techniques
  6. 16:23Procedural noise and patterns
  7. 20:28Best practices for UI shaders
  8. 22:35Q&A session
  9. 24:17Bonus slides and case studies
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