). This is a great talk because its one of the few that shows all of the various "failed" implementations and gives them equal time. The final one he presents as the answer is not actually the shipped Dreams renderer, and they shipped something that incorporates many of the ideas in the renderer. They also did a deep technical dive explaining Dream's architecture (not only rendering) here
https://www.youtube.com/watch?v=1Gce4l5orts▾
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This style of renderer takes a list of implicit signed distance field edits (signed distance function + operator, roughly the same as this list here https://iquilezles.org/www/articles/distfunctions/distfunctions.htm, but using max norm instead of L2 norm), evaluates them hierarchically, and caches the result in 8x8x8 volumes, basically building an octree These volumes are renderer as cubes, and the cached sdf is raymarched. In order to get the painterly look they also generate point splats at the boundary of the surface. Clayxels does something much closer to the Dream's renderer from the paper, and only splats points, no raymarching. A simple (CPU) example is here https://github.com/gheshu/Sculpt