SDF Decomposition

September 7th, 2021

Abstract

Signed distance functions are a wonderful way to describe 3D shapes. They're simple to implement, they're a powerful way to make programmatic art, and doing so can bring years of great fun into the life of the unsuspecting graphics programmer. While experimenting with using tessellation as a means of rendering signed distance fields quickly, I came up with a nice way to traverse signed distance functions for geometry processing. This approach is generally useful for other rendering strategies, and this post is about how to use it for very fast ray marching.

For ray marching, the strategy works like this:

  1. Describe your model as a tree data structure where the leaves are simple distance functions, and the other nodes are either CSG operators or transforms.
  2. Traverse the tree from the root to the leaves. For a given leaf, calculate the shape's world space AABB and return it along with the CSG subtree needed to render only that leaf.
  3. Propagate these AABBs and associated subtrees from the leaves back to the root. As you descend the tree, apply transforms to the AABBs. CSG operators typically split and discard AABBs. For example, the difference operator will return a set of AABBs for the regions of the LHS operand not affected by the cut, and an AABB for the intersection between the LHS and RHS operands. The AABBs returned by the difference operator (and others) will have a mix of subtrees for the passing operands and the combining region.
  4. When you have returned to the graph root, you will have a set of AABBs with associated subtrees. Group these AABBs by subtree. The set of unique subtrees provides the different shaders needed to render the image, and the AABB groups provide tight bounding boxes for ray marching those shaders. If the root node is a union operator, then all of the subtrees will describe a simpler shader than the original model.
  5. Translate the subtrees to GLSL and compile the shaders.
  6. Finally, to render the frame, draw each shader once per associated bounding box. Place the ray start position on the surface of the bounding box, and discard if the ray leaves the bounding box. Depth testing must be enabled, and the draws should emit the appropriate depth value for the ray hit.

Tangible!

Say we have this CSG tree:

'(union (cube 3) (diff (cube 4) (move -2 -2 2 (sphere 5))))

The traversal algorithm described above will break it down into these subtrees. The black lines in the pictures show the combined tile coverage of the associated bounding boxes.

'(diff (cube 4) (move -2 -2 2 (sphere 5))) ; 1 bounding box.

'(cube 4) ; 7 bounding boxes.

'(cube 3) ; 1 bounding box.

Why Does This Work?

Conventional ray marching typically evaluates the entire CSG tree at least once per step, regardless of if it is possible to hit a given leaf in the tree.

On the other hand, the decomposition approach described above breaks the CSG tree down into simpler elements, and needs to use a z-buffer to sort the results. As the ray marching area is tightly bound with this method, the iterations needed to converge are lower on average. This approach is also a nice fit for cluster culling algorithms.

However, the real magic here is the depth buffer allows for the union operator to be a simple pass through for its operands.

Limitations

Ideas