Lipschitz Pruning: Hierarchical Simplification of Primitive‐Based SDFs

Abstract Rendering tree‐based analytical Signed Distance Fields (SDFs) through sphere tracing often requires to evaluate many primitives per tracing step, for many steps per pixel of the end image. This cost quickly becomes prohibitive as the number of primitives that constitute the SDF grows. In this paper, we alleviate this cost by computing local pruned trees that are equivalent to the full tree within their region of space while being much faster to evaluate. We introduce an efficient hierarchical tree pruning method based on the Lipschitz property of SDFs, which is compatible with hard and smooth CSG operators. We propose a GPU implementation that enables real‐time sphere tracing of complex SDFs composed of thousands of primitives with dynamic animation. Our pruning technique provides significant speedups for SDF evaluation in general, which we demonstrate on sphere tracing tasks but could also lead to significant improvement for SDF discretization or polygonization.

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Publication Details

Journal
Computer Graphics Forum
Published
2025-04-18
DOI
https://doi.org/10.1111/cgf.70057
Citations
1
Primary Topic
Computational Geometry and Mesh Generation
Type
article
Field-Weighted Citation Impact
3.54
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article

Lipschitz Pruning: Hierarchical Simplification of Primitive‐Based SDFs

Axel Paris, Wilhem Barbier, Mathias Paulin, Théo Thonat et al.
1 citations
Computer Graphics Forum
Computational Geometry and Mesh Generation
3.54
article

Lipschitz Pruning: Hierarchical Simplification of Primitive‐Based SDFs

Axel Paris, Wilhem Barbier, Mathias Paulin, Théo Thonat, Tamy Boubekeur, Élie Michel, M Sanchez, Thibaud Lambert
article en
1 citations

Abstract

Abstract Rendering tree‐based analytical Signed Distance Fields (SDFs) through sphere tracing often requires to evaluate many primitives per tracing step, for many steps per pixel of the end image. This cost quickly becomes prohibitive as the number of primitives that constitute the SDF grows. In this paper, we alleviate this cost by computing local pruned trees that are equivalent to the full tree within their region of space while being much faster to evaluate. We introduce an efficient hierarchical tree pruning method based on the Lipschitz property of SDFs, which is compatible with hard and smooth CSG operators. We propose a GPU implementation that enables real‐time sphere tracing of complex SDFs composed of thousands of primitives with dynamic animation. Our pruning technique provides significant speedups for SDF evaluation in general, which we demonstrate on sphere tracing tasks but could also lead to significant improvement for SDF discretization or polygonization.

Computer Graphics ForumVol. 44(2)
Centre National de la Recherche Scientifique (FR), Adobe Systems (United States) (US), Université Toulouse III - Paul Sabatier (FR), Université Fédérale de Toulouse Midi-Pyrénées (FR), Université Toulouse-I-Capitole (FR), Institut de Recherche en Informatique de Toulouse (FR), Université Toulouse - Jean Jaurès (FR), Institut Polytechnique de Bordeaux (FR)
Openalex Percentile: Top 11%
Computational Geometry and Mesh Generation
3.54
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Lipschitz Pruning: Hierarchical Simplification of Primitive‐Based SDFs — Axel Paris, Wilhem Barbier, et al. · Computer Graphics Forum (2025) | TGRS Research Map | TGRS