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title
Industrial Arithmetic
description
truth at 60 frames per second
image
site name
author
updated
2026-03-06 15:50:36
raw text
Industrial Arithmetic Industrial Arithmetic truth at 60 frames per second Tuesday 4 November 2014 Depth Buffer Fusion for Real Time Effects TL;DR - it's possible to use the Z-buffer to incrementally build a signed distance field representation of a 3D scene as the camera moves around, which you can then trace rays through for approximate collision detection, reflections, ambient occlusion, GI etc. The idea for this came from Bart Wronski's nice article " The Future of Screenspace Reflections ". At the end, he mentions the idea of somehow caching geometric information between frames to give additional information to improve the screen space ray marching. The obvious surface representation to use seemed to be signed distance fields (SDFs), which have many nice properties, as discussed at length elsewhere. They can be traversed quickly using so-called " Sphere Tracing ", which is basically distance-enhanced ray marching. This reminded me of KinectFusion , which is a cleve...
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