RTSDF: Real-time Signed Distance Fields for Soft Shadow Approximation in Games
Yu Wei Tan, Nicholas Chua, Clarence Koh, Anand Bhojan

TL;DR
This paper introduces RTSDF, a novel method combining jump flooding and ray tracing to generate approximate signed distance fields in real-time, enabling soft shadow rendering in interactive applications like games.
Contribution
The work presents a real-time SDF generation technique that improves soft shadow rendering in games, extending previous methods with enhanced design, implementation, and performance evaluation.
Findings
Achieves real-time approximate SDF generation for soft shadows
Maintains interactive frame rates while improving visual quality
Demonstrates effectiveness through performance and visual quality evaluation
Abstract
Signed distance fields (SDFs) are a form of surface representation widely used in computer graphics, having applications in rendering, collision detection and modelling. In interactive media such as games, high-resolution SDFs are commonly produced offline and subsequently loaded into the application, representing rigid meshes only. This work develops a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time. Our approach can produce relatively accurate scene representation for rendering soft shadows while maintaining interactive frame rates. We extend our previous work with details on the design and implementation as well as visual quality and performance evaluation of the technique.
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