With the techniques described in this post, I'm able to render a simple SDF object at up to 50 FPS with the recursive algorithm, and 100 FPS with the interpolated shading technique on top. This is on a single CPU core of a MacBook Air M1. It might not seem that impressive given that my scene is very simple, but the code that I wrote is not heavily optimized and again this is using only one CPU core. The implication is that with better optimized code, and leveraging multiple CPU cores on a more modern CPU, we're approaching the territory where it would be possible to make a 3D game like a first person shooter that's rendered using SDFs on the CPU, no GPU required. At least if you're willing to tolerate a 720p resolution, though 1080p might also be possible if you're skilled at writing SIMD code. On GPU we're already firmly in the realm where building a game using SDFs for graphics is 100% achievable, and there are more and more known techniques to make rendering them more efficient.
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I can even automate this with conditional logic, so it happens on its