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A Recursive Algorithm to Render Signed Distance Fields

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Maxime Chevalier-Boisvert

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Blog post by Maxime Chevalier-Boisvert (March 6, 2026) proposing a recursive divide-and-conquer CPU algorithm for rendering signed distance fields instead of classic per-pixel raymarching.

It reviews SDF composition and sphere tracing cost, then advances a frustum-centered ray for a screen quad and subdivides into four children near surfaces. A Rust proof of concept reports about 3-4x fewer rays per pixel and over 3x frame rate on a simple scene, plus optional larger-patch shading. Relates the idea to GPU cone marching.

For programmers interested in SDF rendering or CPU experiments who already understand raymarching. Numbers are for a simple MacBook Air M1 single-core prototype.

Free Pointers Gone Wild article with a linked GitHub batchmarching Rust demo and prior-art notes.

Useful when exploring faster SDF traversal beyond naive sphere tracing, especially recursive CPU patch advancing versus GPU cone marching.