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I don't think so. It is clearly raymarching Signed Distance Fields, and doing so in realtime is quite slow. Even if you use proper acceleration structures, for every pixel you have to compute the distance to the closest primitive in the scene, and shade it. For a bunch of primitives using simple materials it is no problem even on a potato GPU, but as your scene gets more complex, the performance goes down, quickly. It is a beautiful and elegant technique, but it has its downsides. If you are interested in going deeper, Inigo Quilez (https://iquilezles.org/) has a lot of articles and code explaining how it works. I would start from https://iquilezles.org/articles/raymarchingdf/


womp uses sdf's but it's remotely rendered abductee gave a talk on it at revision a while back


Thanks for the correction. I should have read the producthunt page before providing my uninformed guess.




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