Procedural GUI & GFX
summary
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
chapters (9)
- 0:00Introduction to UI in games
- 1:43Signed distance fields
- 4:20Applying SDF effects
- 7:17The jump flood algorithm
- 10:45Anti-aliasing techniques
- 16:23Procedural noise and patterns
- 20:28Best practices for UI shaders
- 22:35Q&A session
- 24:17Bonus slides and case studies
related talks
37mMake your art look good
24mOptimizing and Building UI for AAA Games
27mHigh definition render pipeline, shader graph, GPU-based progressive lightmapper
43mShader Tricks in Game Production
56mDeveloping The Bad North Look
59mThe Making of “Alpha Point”—UE5 Technical Demo
38mProcedural Generation at Runtime: From Basic to Complex by Example
15mUnderstanding Technical Art
