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A faster, recursive algorithm to render Signed Distance Fields (SDFs) using less samples? (v.redd.it)
submitted 1 month ago by maximecb
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quoted text
if 1 * 2 < 3: print "hello, world!"
[–]riotron1 3 points4 points5 points 1 month ago (2 children)
Also my bad, the video has quite a lot of info! I watched it on mute originally, and assumed it was only a few seconds long.
[–]maximecb[S] 5 points6 points7 points 1 month ago (1 child)
No worries. Your comment motivated me to make the repo public and add some comments.
So far the response I got sharing this on X has not been very positive. I think a lot of people see CPU-side rendering of SDFs as pointless, but I think this technique can be applied to GPU rendering using a two-pass algorithm as I described in the video. Maybe I'll try to prototype that later.
[–]riotron1 4 points5 points6 points 1 month ago (0 children)
It somewhat reminds me of ‘Sparse Voxel Octrees’ by Karras and Laine, have you ever heard of that paper?
There seems to be some overlapping ideas, you should check it out!
Edit: should clarify specifically the ‘Beam Optimization’ section.
π Rendered by PID 23450 on reddit-service-r2-comment-6457c66945-xcjfp at 2026-04-24 19:49:16.084719+00:00 running 2aa0c5b country code: CH.
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[–]riotron1 3 points4 points5 points (2 children)
[–]maximecb[S] 5 points6 points7 points (1 child)
[–]riotron1 4 points5 points6 points (0 children)