Tan, Yu WeiChua, NicholasKoh, ClarenceBhojan, AnandLee, Sung-hee and Zollmann, Stefanie and Okabe, Makoto and Wuensche, Burkhard2020-10-292020-10-292020978-3-03868-120-5https://doi.org/10.2312/pg.20201232https://diglib.eg.org:443/handle/10.2312/pg20201232Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface representation. While there are methods to generate them quickly on GPU, the efficiency of these approaches is limited at high resolutions. This paper showcases a novel technique that combines jump flooding and ray tracing to generate approximate SDFs in real-time for soft shadow approximation, achieving prominent shadow penumbras while maintaining interactive frame rates.Computing methodologiesRenderingRay tracingApplied computingComputer gamesRTSDF: Generating Signed Distance Fields in Real Time for Soft Shadow Rendering10.2312/pg.2020123249-50