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    Very cool! How many SDF evaluations per second are you achieving? In my own SDF/CSG experiments, I’m finding it hard to get more than a few hundred pixels per second in most scenes, and part of that is needing many extra SDF evaluations for shadows.

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      Greatly depends on the SDF, of course.

      For the CSG example, looks like I’m getting 13.7M per second (with 16 worker threads).

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        If you compute on the GPU you’ll get millions/s. I tried to do a simple pure Python SDF evalutator with autodiff but gave up after seeing the performance at first run. There is hope with XAL, thought.

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        How do you texture them?