Implicit Surface rendering for CAD
- Auto-discovered
Francis Le Roy
Visit resource ↗Description
Implicit Surface rendering for CAD is a technical blog article by Francis Le Roy.
Long-form blog on interactively rendering arbitrary implicit surfaces in a CAD prototype (fsolid), covering AABB bounds, sparse voxel contrees, CPU loading with fidget, and GPU ray marching via wgpu and bevy. Documents design trade-offs for smooth camera motion while shapes load. Suited to graphics developers exploring SDF visualization for mechanical CAD.
It is aimed at advanced graphics programmers and matches the audience implied by Francis Le Roy's other work.
The article is a free HTML blog post meant to be read in one sitting, with diagrams or code snippets embedded in the page.
It is useful when you want practical detail beyond a title or store listing and prefer primary-source explanation from the author or maintainer.
Related resources
- A gentle introduction to shaders (Alan Zucconi)
Alan Zucconi's A gentle introduction to shaders in Unity3D (June 2015) is part one of his Gentle Introduction series on alanzucconi.com, aimed at Unity developers new to GPU programs. It connects vertices, materials, and shaders in Unity's pipeline, covering ShaderLab Properties and SubShader layout, inspector uniforms, Queue tags, ZTest, and the surface-versus-vertex/fragment split for lighting versus effects. Little prior shader knowledge is assumed; fixed-function shaders are skipped as obsolete.
100% match · <blog><article><developers><free><gpu><long><programmers><source> - BruteForceGame
Matthieu Houllier's Brute Force studio blog documenting Crumble, a Unity physics platformer released on Steam in late 2020. Devlogs walk through shipped shaders: shell grass ben
100% match · <blog><article><camera><design><developers><form><free><long> - Creating a Volumetric Ray Marcher
The post builds a march loop along the camera ray inside a mesh volume, sampling tiled 2D slice atlases as pseudo-3D density, accumulating opacity, and clipping to a bounding box while supporting o…
100% match · <blog><advanced><article><camera><developers><marching><post><ray> - Custom Post Processing in URP / Unity 2021.3 (Febucci)
Federico Bellucci's May 2022 Febucci article covers custom post-processing in Unity URP on Unity 2021.x (URP 12.1.5), when volume-backed custom effects lacked clear docs.
100% match · <code><blog><article><free><post><programmers><read><technical> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
100% match · <code><advanced><blog><article><bounds><cpu><free><gpu> - Effect Texture Maker
Official docs list sixty-eight templates, resolutions to 2048, animation and sprite sheets, three-way color balance, normal maps, and PNG alpha export.
100% match · <aimed><beyond><developers><free><load><marching><practical><ray> - Freya Holmér's Math Visualizations
Topics include dot and cross products, lerp, radians, Bézier curves, point-in-triangle tests, curvature, Voronoi tessellation, and trochoidal waves - each clip emphasizes motion over notation.
100% match · <blog><article><developers><embedded><free><motion><page><technical> - Joyrok
Tech Art Chronicles on joyrok.com walk Unreal materials or UMG and Unity Shader Graph in parallel, mapping Photoshop-style layers and masks into node graphs.
100% match · <blog><article><author><embedded><free><shapes><technical><via> - Parallax Occlusion Mapping in GLSL
Archived Sun and Black Cat graphics tip #28 walks through parallax occlusion mapping with ray marching in tangent space, height texture sampling, and linear refinement between layer hits. Shows how to build a TBN matrix, step UVs along the view ray, and compare sampled height against ray depth until intersection - patterns echoed in many Unity HLSL ports on GitHub. Useful when you want a compact POM reference independent of engine-specific Shader Graph nodes.
100% match · <blog><article><developers><explanation><page><ray><surface><technical> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
100% match · <blog><article><developers><documents><form><free><long><one> - Raymarching Distance Fields : Concepts and Implementation in Unity (Adrianb)
Adrian Biagioli’s 2016 writeup introduces raymarching signed distance fields entirely in a Unity screen-space image effect on a full-screen quad - no mesh geometry per object. Covers view-frustum ray setup, analytic SDF composition, march loops, basic lighting, and depth-buffer occlusion against traditional mesh renderers.
100% match · <advanced><blog><article><free><programmers><raymarching><smooth><surface> - Roystan
(roystan.net) is a personal Unity blog whose articles index lists long shader tutorials plus shorter gameplay notes from 2018-2019.
100% match · <blog><aimed><article><camera><developers><free><page><post> - Anthelmed GitHub - Unity-URP-Blurred-Buffer-Outlines
Anthelmed’s Unity-URP-Blurred-Buffer-Outlines repo demonstrates outline rendering via blurred G-buffer or color buffer passes in Universal RP. Provides shader/renderer feature p
100% match · <blog><camera><developers><free><source><useful><want><work> - ColinLeung-NiloCat GitHub - URP Surface Shader Solution
UnityURP-SurfaceShaderSolution bridges legacy Surface Shader workflows toward URP-compatible shader structures - templates and explains how to recreate familiar BiRP conveniences.
100% match · <blog><developers><free><source><surface><useful><want><work> - Cyanilux GitHub - Shader Graph Variables
ShaderGraphVariables by Cyanilux provides editor tooling or samples for managing Shader Graph blackboard variables consistently across graphs - reducing magic strings and duplicate
100% match · <blog><developers><free><one><source><useful><want><work> - Cyanilux GitHub - URP Blit Renderer Feature
URP_BlitRenderFeature demonstrates a ScriptableRendererFeature that performs full-screen blits in Universal RP - template for custom post effects, copying buffers, or chaining pass
100% match · <blog><camera><developers><free><post><source><useful><want> - Kink3d GitHub - kMirrors
Kink3d’s kMirrors offers planar reflection rendering helpers for Unity - extra cameras, render textures, and shaders to fake mirrors on flat surfaces. Documents performance cost
100% match · <blog><camera><developers><free><source><surfaces><useful><want> - ryanslikesocool GitHub - Mecanim2Texture
Mecanim2Texture (ryanslikesocool) bakes skeletal animation into textures for vertex-animation or GPU skinning style effects - related workflow to VAT for specific art styles. Un
100% match · <blog><developers><free><one><source><useful><want><work> - Unity GitHub - BoatAttack Demo
Unity Technologies BoatAttack demo showcases URP water, lighting, and large outdoor scenes with production-minded settings - reference project for stylized realistic water on URP.
100% match · <blog><developers><free><meant><post><source><useful><want> - Unity GitHub - C# Reference
UnityCsReference is Unity’s C# reference source mirror - Editor and Runtime scripting APIs with implementation readable for debugging mysterious engine behavior. Not shader-spec
100% match · <blog><developers><form><free><source><store><useful><want>