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by dartmoose
1972 days ago
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Meshes are actually extremely fast for querying distance to a surface. Even in scenes with lots of geometry, using an acceleration structure like a BVH can be extremely fast. You can even do ray tracing in real time on a GPU now (at least for direct lighting, certainly not for global illumination). By contrast, SDFs require you to do lots of expensive lookups as you slowly march along a ray until you happen to bump into a surface. |
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The distance to the surface is independent of direction, it is only a function of position (as all SDFs are).
The depth map is the distance from ray origin to intersection only, not how close that ray came to the surface at any point along it's segment.