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2D axis aligned bounding boxes

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Blog Intermediate

Inigo Quilez

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Description

2D axis aligned bounding boxes is a reference article by Inigo Quilez with compact GLSL helpers that compute 2D AABBs for many of his published 2D signed distance field primitives.

It explains why boxes matter for culling and pruning SDF content in rendering and physics, notes that 3D extrusion or revolution boxes should build on these 2D results, and documents the shared vec4 min/max return convention matching the SDF parameter lists. Covered shapes include triangle, oriented box, segment, pie, quadratic and cubic Bezier, parabola, cut disk, egg, star, and vesica segment, each with a Shadertoy demo.

It is for intermediate shader developers who already use Quilez 2D SDF functions and need matching bounds for tiled culling or acceleration.

Access is a free single-page reference with copy-paste GLSL and live Shadertoy demos.

It is useful so SDF scenes can skip primitives whose AABBs miss a tile or query volume.