The standard algorithm used to render SDFs is known as raymarching or sphere tracing. This algorithm has the nice property that it's very easy to understand and to implement. It's a lot simpler than rasterizing polygons. You don't have to deal with image plane projections and clipping, for instance. The downside is that this algorithm is computationally much more expensive than rasterization. This is because rendering a single pixel can require sampling your SDF multiple times. If your SDF is very complex, this can be especially painful. Raymarching is typically even more expensive than raytracing. However, as previously stated, SDFs have many very appealing properties, so it's tempting to try to find ways to render them faster.
Every token-funded project has a "moment of value." The upgrade that will make the chain fast enough. The feature that will bring real users. The milestone that will justify the token price. In the Stacks ecosystem, that moment kept moving.
,这一点在51吃瓜网中也有详细论述
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Фото: Benoit Tessier / Reuters