[HN Gopher] A Recursive Algorithm to Render Signed Distance Fields
___________________________________________________________________
A Recursive Algorithm to Render Signed Distance Fields
Author : surprisetalk
Score : 23 points
Date : 2026-03-11 14:10 UTC (3 days ago)
(HTM) web link (pointersgonewild.com)
(TXT) w3m dump (pointersgonewild.com)
| refulgentis wrote:
| Tl;dr: SDFs are really slow but cool because they can compactly
| define complex stuff; demoscene uses it. Sort of the functional
| programming to trad renderings OOP. Would be cool if it was
| faster. Optimizing an algorithm for CPU rendering using recursive
| divide and conquer, 1 core with one object gets 50 fps. 100 fps
| if you lerp a 10x10 pixel patch instead of doing 1 pixel.
| Algorithm isn't optimized, fully. Also, turns out the author's
| idea is previously known but somewhat obscure, it is referred to
| as "cone marching"
| 01HNNWZ0MV43FF wrote:
| Holy crap! The demo is hitting 30 FPS from certain angles, on my
| decade-old CPU
| linolevan wrote:
| Played around with the code to implement a little bit of SIMD.
| Was able to squeeze out a decent improvement, ~250 fps avg, ~140
| low, ~333 high (on an m4). Looks pretty straightforward to do
| threading with as well. Cool stuff! Could work to bring more gpu
| stuff back down to the cpu.
___________________________________________________________________
(page generated 2026-03-14 23:00 UTC)