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Using SDF rendering with large world?

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There are lots of cool things you can do with SDFs to render implicit surfaces. Most of the examples I've seen have been “all in the shader”, where the entire distance function is encoded in the shader source code.

Examples:

  • https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
  • https://www.shadertoy.com/view/3lsSzf

The problem is that all of those examples assume the shader has total knowledge of the entire world.

I want to make a large world (too large to fit in a shader, certainly), and am looking for approaches to render it with the SDF …


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