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Typically this is called "ray marching" and it is expensive. With a more standard forward rendering pipeline, you hand the geometry to the GPU as triangles, th
by fenwick67 7y ago
Typically this is called "ray marching" and it is expensive.
With a more standard forward rendering pipeline, you hand the geometry to the GPU as triangles, then your vertex shader tells the GPU how to move your geometry around, the GPU then handles determining which parts of which triangles are visible, then your fragment shader puts your textures on the triangles and handles lighting them.
- Arelius 7y agoWhile I don't disagree, SDFs in specific have the nice property in that you can converge on the surface much quicker than in standard ray-marching which has a very significant impact on performance, which is why given many scenes, SDF ray-marching can be much less expensive than the alternatives.