(a) Before TAA (b) After TAA
Figure 18: Noise.
tential of representing translucent surfaces to gener-
ate translucent soft shadows. The main initial dif-
ficulty would be identifying the surface intersected
when raymarching a distance field. We could poten-
tially store surface information in the distance field
and perform optimization by using lookup tables.
4 CONCLUSION
We developed a novel technique that combines jump
flooding and ray tracing to generate SDFs in real-time
with plausible results for soft shadowing and exposed
values that trade-off between performance and qual-
ity of the SDF generated which would be useful when
targeting hardware of different specifications. Our ap-
proach can handle scenes with dynamic objects and
produce penumbra that is smoother than shadow map-
ping but cleaner than distributed ray tracing.
ACKNOWLEDGEMENTS
We thank Wyman (2018) for the Falcor scene file of
THE MODERN LIVING ROOM (CC BY). This work
is supported by the Singapore Ministry of Educa-
tion Academic Research grant T1 251RES1812, “Dy-
namic Hybrid Real-time Rendering with Hardware
Accelerated Ray-tracing and Rasterization for Inter-
active Applications”.
REFERENCES
Aaltonen, S. (2018). Advanced graphics techniques tuto-
rial: Gpu-based clay simulation and ray-tracing tech
in ’claybook’.
Benty, N., Yao, K.-H., Clarberg, P., Chen, L., Kallweit,
S., Foley, T., Oakes, M., Lavelle, C., and Wyman, C.
(2020). The Falcor rendering framework.
Cook, R. L., Porter, T., and Carpenter, L. (1984). Dis-
tributed ray tracing. SIGGRAPH Comput. Graph.,
18(3):137–145.
Dutr
´
e, P., Jensen, H. W., Arvo, J., Bala, K., Bekaert, P.,
Marschner, S., and Pharr, M. (2004). State of the art in
monte carlo global illumination. In ACM SIGGRAPH
2004 Course Notes, SIGGRAPH ’04, page 5–es, New
York, NY, USA. Association for Computing Machin-
ery.
Engel, W. (2006). Cascaded shadow maps. pages 197–206.
Hart, J. (1996). Sphere tracing: A geometric method for the
antialiased ray tracing of implicit surfaces. The Visual
Computer, 12:527–545.
Karis, B. (2014). High quality temporal supersampling.
Lauritzen, A. and McCool, M. (2008). Layered variance
shadow maps. In Proceedings of Graphics Interface
2008, GI ’08, page 139–146, CAN. Canadian Infor-
mation Processing Society.
Liu, F. and Kim, Y. J. (2014). Exact and adaptive signed
distance fields computation for rigid and deformable
models on gpus. IEEE Transactions on Visualization
and Computer Graphics, 20(5):714–725.
Panteleev, A. (2014). Practical real-time voxel-based global
illumination for current gpus. GTC 2014.
Quilez, I. (2019). Sdf bounding volumes - 2019.
Rong, G. and Tan, T.-S. (2006). Jump flooding in gpu with
applications to voronoi diagram and distance trans-
form. In Proceedings of the 2006 Symposium on
Interactive 3D Graphics and Games, I3D ’06, page
109–116, New York, NY, USA. Association for Com-
puting Machinery.
Schied, C., Kaplanyan, A., Wyman, C., Patney, A., Chai-
tanya, C. R. A., Burgess, J., Liu, S., Dachsbacher,
C., Lefohn, A., and Salvi, M. (2017). Spatiotempo-
ral variance-guided filtering: Real-time reconstruction
for path-traced global illumination. In Proceedings
of High Performance Graphics, HPG ’17, New York,
NY, USA. Association for Computing Machinery.
Tan, Y. W., Chua, N., Koh, C., and Bhojan, A. (2020).
RTSDF: Generating Signed Distance Fields in Real
Time for Soft Shadow Rendering. In Lee, S.-h., Zoll-
mann, S., Okabe, M., and Wuensche, B., editors, Pa-
cific Graphics Short Papers, Posters, and Work-in-
Progress Papers. The Eurographics Association.
Weisstein, E. W. (2019). Sphere point picking.
Wig42 (2014). The modern living room.
Wright, D. (2015). Advances in real-time rendering in
games: Part ii: Dynamic occlusion with signed dis-
tance fields.
Wyman, C. (2018). Introduction to directx raytracing. In
ACM SIGGRAPH 2018 Courses, SIGGRAPH ’18.
RTSDF: Real-time Signed Distance Fields for Soft Shadow Approximation in Games
309