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A Recursive Algorithm to Render Signed Distance Fields

Maxime Chevalier-Boisvert2026-03-06
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Summary

This article introduces a recursive divide-and-conquer algorithm to render signed distance fields (SDFs) more efficiently on CPUs. By subdividing the view frustum and advancing rays collectively, the method reduces ray samples per pixel and triples frame rates. An enhancement uses interpolation shading over pixel patches to further lower sampling. The approach achieves up to 100 FPS on a single CPU core and suggests real-time SDF rendering without GPUs could be feasible for certain applications.

Key Ideas

Recursive divide-and-conquer speeds SDF rendering
Raymarching costly; recursion reduces samples
Interpolation shading accelerates patch rendering
CPU SDF rendering viable for simple scenes

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