[HN Gopher] A Recursive Algorithm to Render Signed Distance Fields
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       A Recursive Algorithm to Render Signed Distance Fields
        
       Author : surprisetalk
       Score  : 123 points
       Date   : 2026-03-11 14:10 UTC (4 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"
        
         | kg wrote:
         | SDFs can be pretty fast if you do the work to optimize around
         | them. Unreal Engine has lots of features based on SDFs that are
         | used to great effect in games that run on consumer hardware.
         | 
         | You don't need bleeding edge hardware or software either. The
         | game I'm working on generates a new SDF every frame for the
         | scene (using the GPU's fragment units to rasterize the distance
         | data for the objects in the scene into a scratch buffer) and
         | then does cone traces through the generated SDF per-pixel to do
         | realtime soft shadow casting and lighting, and that performs
         | just fine even on an old laptop from 2015.
        
         | naasking wrote:
         | SDFs can be made fast: https://www.youtube.com/watch?v=il-
         | TXbn5iMA
        
       | 01HNNWZ0MV43FF wrote:
       | Holy crap! The demo is hitting 30 FPS from certain angles, on my
       | decade-old CPU
        
         | 01HNNWZ0MV43FF wrote:
         | Readers might also enjoy this:
         | https://www.youtube.com/watch?v=il-TXbn5iMA
         | 
         | "I'm making a game engine based on dynamic signed distance
         | fields (SDFs)"
         | 
         | That project is for GPU and it works by caching SDFs as
         | marching cubes, with high resolution near the camera and low
         | resolution far away, to build huge worlds out of arbitrary
         | numbers of SDF edits.
         | 
         | So it probably wouldn't stack with these CPU optimizations that
         | directly render the SDF at all.
        
       | 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.
        
       | userbinator wrote:
       | _Unsurprisingly, it turns out that other people had already
       | thought of applying the multi-pass technique on GPU, but the idea
       | is not very widely known._
       | 
       | The demoscene is particularly insular, but even within the field
       | of computing in general it seems that there is not a lot of
       | knowledge diffusion between all the different areas, leading to
       | some reinventions (often with distinct terminology.)
        
         | Tomte wrote:
         | For example, the requirements for a CPU instruction set, in
         | order for it to be properly virtualizable, had been known in
         | the mainframe computing world for many, many years, when Intel
         | and AMD came up with their unvirtualizable (except for VMware's
         | heroic tricks) 32 bit instruction sets.
         | 
         | Those requirements and their different jargon from the
         | mainframe world were re-discovered from the literature when
         | virtualization in the PC world became a selling point.
         | 
         | (Edouard Bugnion et. al. - Hardware and Software Support for
         | Virtualization)
        
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