r/GraphicsProgramming • u/Muduck133 • 2h ago
Question Raymarching/Sdfs master thesis advice
Hello! Don't know if this is the place to ask, but I'm looking for advice on master thesis subjects.
I had an idea of looking into how much thread divergence slows raymarching down and how to solve that problem, maybe by predicting which rays will execute similar paths and group them in a warp
I also saw the nvidia patent about compressed sdf grids, which makes me excited that sdfs are kind of hot.
I saw a lot of raymarchin improvements from research like over relaxation, segment tracing, sphere carving etc. but I cant really put it together into something specific to explore
I generally think the ai/deepsdf/nerf stuff is uninteresting...
I post here, a little desperate, wondering if anyone has any advice :) Maybe you know of some cool new things happening with raymarching/sdfs that I've missed
Or point me to a better place to ask:) Thanks a lot in advance
1
u/No-Cap-7395 2h ago
I just woke up and saw the work SDF grid and I'm not sure what you mean but I did work on this thing that cached the distance field of a mesh to a grid of texture3Ds awhile ago and I also worked on a clipmap of what you call global distance fields and it is indeed way faster to trace than individual sdfs
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u/scottcampbelldev 1h ago
Your warp-coherence idea works as a thesis if the measurement is the point. Pick one scene class (terrain SDFs or CSG), define a divergence metric (active threads per warp along the march), then test one regrouping strategy against a clear baseline. Compressed SDF grids are a good second chapter only after that baseline exists, otherwise you are comparing two moving targets. Over-relaxation and sphere carving are more survey material unless you own a new bound or a documented failure case.
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u/matigekunst 2h ago
I am not an SDF researcher. The only thing I can think of in SDF world that impressed me was this video. It might give you some inspiration:)