top | item 44785047

(no title)

NohatCoder | 7 months ago

Reminds me that I found an alternative way of sampling an SDF:

First take a sample in each corner of the pixel to be rendered (s1 s2 s3 s4), then compute:

    coverage=0.5 + (s1+s2+s3+s4)/(abs(s1)+abs(s2)+abs(s3)+abs(s4))/2
It is a good approximation, and it keeps on working no matter how you scale and stretch the field.

Relative to the standard method it is expensive to calculate. But for a modern GPU it is still a very light workload to do this once per screen pixel.

discuss

order

shiandow|7 months ago

Technically that only requires calculating one extra row and column of pixels.

It is indeed scale invariant but I think you can do better, you should have enough to make it invariant to any linear transformation. The calculation will be more complex but that is nothing compared to evaluating the SDF

NohatCoder|7 months ago

I do believe that it is already invariant to linear transformations the way you want, i.e. we can evaluate the corners of an arbitrary parallelogram instead of a square and get a similar coverage estimate.

brookman64k|7 months ago

Would that be done in two passes? 1. Render the image shifted by 0.5 pixels in both directions (plus one additional row & column). 2. Apply above formula to each pixel (4 reads, 1 write).

ralferoo|7 months ago

That'd be one way of doing it.

You don't technically need 4 reads per pixel either, for instance you can process a 7x7 group with a 64-count thread group. Each thread does 1 read, and then fetches the other 3 values from its neighbours and calculates the average. Then the 7x7 subset of the 8x8 write their values.

You could integrate this into the first pass too, but then there would be duplication on the overlapped areas of each block. Depending on the complexity of the first pass, it still might be more efficient to do that than an extra pass.

Knowing that it's only the edges that are shared between threads, you could expand the work of each thread to do multiple pixels so that each thread group covers more pixels the reduce the number of pixels sampled multiple times. How much you do this by depends on register pressure, it's probably not worth doing more than 4 pixels per thread but YMMV.

NohatCoder|7 months ago

You certainly could imagine doing that, but as long as the initial evaluation is fairly cheap (say a texture lookup), I don't see the extra pass being worth it.