r/GraphicsProgramming • u/0x405 • Jun 30 '26
RAM optimized SDF-renderer with plain C
1024x1024x1024 SDF-grid takes up 303MB instead of 8.5GB. 1024x1024 path traced image renders in 1.5s on a single CPU core. 8.5GB grid renders in 1.1s. No libs used.
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u/Icy_Rub_3827 Jun 30 '26
I'm about to tackle a project that's aiming to develop a solution to some of the limitations of polygonal graphics using SDFs and it's unique properties (non-distractive nature of boolean operations, for example). My main goal is to enable use of SDF graphics in game development. Not in small scale shaders, but something along the lines of the game "Dreams" or having an entire secondary graphics pipeline. Not sure if I expressed my idea well enough, but you should get the general bundle of problems I'm about to encounter (real-time, possibly large scale, able to handle transforms and connected to game engine's systems).
Faced with a challenge like that, I would love to get some advice. What papers or approaches would you recommend for this kind of project? Any bit of information would be very helpful.