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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>SDFDiff: Differentiable Rendering of Signed Distance Fields for 3D Shape Optimization · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/1912.07109/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/1912.07109/feed.xml" rel="self" type="application/rss+xml" /><item><title>SDFDiff: Differentiable Rendering of Signed Distance Fields for 3D Shape Optimization — mentioned by dartmoose</title><link>https://news.ycombinator.com/item?id=25954155</link><guid isPermaLink="false">urn:hackerpapers:mention:1912.07109:25954155</guid><pubDate>Fri, 29 Jan 2021 04:59:48 GMT</pubDate><description>&lt;p&gt;&amp;gt; Meshes and bezier patches are boundary representations with no information of the volume they enclose Pedantic on my part, but SDF is still just a surface/boundary representation at the end of the day. It may have additional benefits that you point out such as quickly computing if you&amp;#x27;re inside/outside or being able to more easily deform the shape (through any number of procedures including slicing), but you&amp;#x27;d probably use a density grid instead of a SDF if you&amp;#x27;re dealing with anything volumetric, such as clouds or smoke. &amp;gt; You don&amp;#x27;t. I didn&amp;#x27;t notice render times, but &amp;quot;interactive frame…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/1912.07109/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.CV</category></item></channel></rss>
