This blog post provides more details and examples about the paper [Localized Topological Simplification of Scalar Data]
This example demonstrates how the GPU can be utilized via WebGL for particle advection. The new particle positions are determined in a compute shader based on their current position and a flow field.
Distance fields can be used to describe and render procedural scenes via ray marching. This technique enables the direct realization of various optical effects, such as soft shadows and depth-of-field.