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3D Max norm distances for primitives

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Anyone know of a handy reference for the max norm (l^infinity norm) distance calculations for the usual primitive shapes (sphere, box, torus, cone, pyramid, etc)?

The SIGGRAPH talk "Learning from failure" about the tech in Dreams mentions the max norm producing better signed distance fields (particularly with respect to octree generation) than the standard euclidean distance everyone uses. Simple shapes are fine to derive by hand, but the seminal paper is making my eyes glaze.

Ideally, some enterprising soul would have already derived a bunch of these, along the lines of Ingo Quilez' distance functions reference.

Edit: for those following along, shadertoy has a derivation for an ellipsoid, along with an interesting discussion of how to perform rotations in max norm context.

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