Bag of cannabis and cash accidentally donated to NZ charity shop

· · 来源:tutorial资讯

Back in 2016, I wrote about the potential to use partial evaluation, a technique from the world of compilers, to optimize the rendering of SDFs. Using compiler techniques is appealing because SDFs render 3D scenes as code. Matt Keeter had commented at the time to share that interval arithmetic can be used to achieve this purpose. However, the downside is that to make this work, you have to implement a whole compiler for your SDFs. There are also potentially simpler techniques, such as using bounding volumes to determine which objects in the world can intersect with your view frustum and avoid evaluating an SDF corresponding to the entire scene. Still, even if you can constrain the number of objects being sampled, SDFs can still remain expensive to render.

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