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There are a lot of undiscovered techniques. However, triangle rasterization is currently supported by widespread consumer ASICs with competing, but compatible libraries. It hits a "sweet spot" of performance and results given current hardware. Current predictions are that path tracing will get more common, since the computation cost won't be prohibitive, and path tracing can handle shadows and reflections more easily AND more accurately. SDFs are currently the structure of choice here, but I'm sure we'll see a lot of improvement.

For an example of the kind of improvement, think about how depth buffers are implemented. They're not just arrays of depth values, but they're hierarchical data structures which allow entire fragments to be queried at once. The same kind of optimizations for 3D SDFs might get hardware support in the future, but who knows?




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