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Domain: Real-Time Graphics and Game Engine Architecture

Abstract:

This presentation details the architectural design and implementation of a proprietary game engine optimized for high-fidelity, dynamic modification of world geometry using Signed Distance Fields (SDFs). The core challenge addressed is maintaining high performance while allowing real-time, complex geometric edits (union, subtraction, smoothing), which typical brute-force ray marching techniques cannot sustain. Performance is achieved via a novel caching mechanism: the distance function is sparsely evaluated and stored in a GPU-optimized structure called a "brick map," which utilizes 8x8x8 volumetric bricks within a texture atlas, indexed by a dense pointer grid. To facilitate vast, open-world environments, the engine incorporates a multi-resolution Level of Detail (LOD) system inspired by geometry clip maps, resulting in a 10 million-fold reduction in required cache memory for large draw distances. Updates to the geometry are handled incrementally, leveraging an Axis-Aligned Bounding Box (AABB) tree (BVH) shared between the CPU and GPU to localize re-evaluation only to affected cache regions. Physics collision is managed by generating low-resolution triangle meshes via marching cubes on parallel CPU threads, integrating with the Jolt physics engine. The architecture successfully enables advanced gameplay features, including non-destructive dynamic tunneling and kilometer-deep volumetric digging.

Signed Distance Field Game Engine Architecture: Key Implementation Details

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