Tag Page

signed distance fields

4 sources across the archive use this tag. The list below groups them by source while keeping the original topic context visible.

Back to all tags

Ray Marching

NVIDIA GPU Gems 3, Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra

Also listed on Ray Marching.

This chapter is less about marching rays and more about the problem underneath many ray-marching systems: how signed distance fields are built in the first place. It gives a clean definition of an SDF as a sampled grid of closest-surface distances with the standard negative-inside, positive-outside convention, then immediately turns to the hard cases that make real SDF generation difficult, such as thin regions, degeneracies, holes, and inconsistent meshes. That broader context makes it a strong citation when you want to explain that SDF rendering depends on representation quality, not only on the marcher.

What especially separates it from simpler introductions is the attention to sign correctness and failure modes. The chapter explains why naive plane-based sign tests leak, why enlarged bounded volumes can produce incorrect interior-exterior classification, and how pseudonormals and tetrahedral scan conversion fix those errors in a GPU-friendly pipeline. So while it is not the canonical article on sphere tracing itself, it is one of the best sources for explaining where signed distances come from, what can go wrong in computing them, and why robust SDF construction matters for downstream rendering and simulation.

Ray Marching

Inigo Quilez, Numerical normals for SDFs

Also listed on Ray Marching.

This article takes a topic that is often reduced to a one-line code snippet and turns it into a real design space. Quilez starts from the geometric fact that the gradient of the field is perpendicular to the isosurface, then compares forward, backward, and central differences in terms that matter to shader authors: bias, cost, numerical behavior, and visual quality. That makes it more useful than a generic calculus explanation, because it directly answers how to choose a normal-estimation method in an actual SDF renderer.

The other distinctive feature is that it goes beyond the classic six-sample gradient and presents compact alternatives such as tetrahedral sampling, along with the reasoning behind them. That matters in practice because normals are evaluated constantly in realtime ray marchers, and small changes in sampling pattern affect both performance and artifact profile. For a research topic page, this is the best source to cite when discussing why normal estimation is not an afterthought but a central part of the visual quality and cost of SDF rendering.

Ray Marching

Inigo Quilez, Distance Functions

Also listed on Ray Marching.

This article is effectively the working vocabulary of procedural SDF modeling. Instead of focusing on one renderer or one derivation, it collects distance formulas for primitives, modifiers, and operators in a form that can be dropped directly into shader code. For anyone building scenes, this is the page that turns the abstract idea of signed distance modeling into an extensible parts library: boxes, capsules, tori, repetitions, extrusions, smooth unions, and many other ingredients all presented in a compact, composable style.

What makes it particularly valuable is that it distinguishes between exact distance fields and conservative bounds. That distinction is easy to skip in beginner material, but it is crucial for understanding why some formulas march more reliably than others and why a locally cheaper approximation can create a worse global result by degrading step quality. In other words, Quilez is not just listing formulas; he is teaching the practical contract between modeling code and the marcher that consumes it.

Ray Marching

Pierre Hubert-Brierre et al., Accelerating Signed Distance Functions

Also listed on Ray Marching.

This paper is a modern answer to a problem older references mostly leave open: even if sphere tracing is mathematically safe, evaluating large constructive SDF trees can still be too expensive. The authors focus on the cost of field evaluation itself and introduce optimization nodes embedded directly in the construction tree, rather than relying only on external acceleration structures. That makes the paper valuable when you want to discuss performance as a property of the field representation and its composition, not just the number of march steps.

It is also distinctive because it explicitly preserves the conservative or Lipschitz-style guarantees that make sphere tracing trustworthy in the first place. The paper’s proxy and continuous level-of-detail nodes are designed to reduce evaluation cost without breaking the lower-bound behavior the marcher depends on, and the reported GPU results are measured in terms of sphere-tracing performance on rendered objects. So this is a strong citation for the modern frontier of SDF work: acceleration that respects the mathematical contract of distance-guided marching instead of treating it as disposable.