> You can store a million modifications in a few megabytes.
How are you localizing the modifications? I have read of techniques for allow modifications for work like you did previously, by tweaking a small set of inputs based on the modifications you need.
However I don't know how you would do that in a ray marching scheme.
I guess you could do a more traditional render of simple objects into a buffer to generate a mapping of what each pixel needs access to combined with storing your changes in a texture. However that would kill your cache as locality would be painful to maintain...
Modifications can be localized in each cell or voxelized. The old method I used just voxelized the modifications. In ray marching with SDF union and subtraction are easy. You can load localized modifications for a cell with one set of texture reads. Will prob be roughly approximated and limited.
How are you localizing the modifications? I have read of techniques for allow modifications for work like you did previously, by tweaking a small set of inputs based on the modifications you need.
However I don't know how you would do that in a ray marching scheme.
I guess you could do a more traditional render of simple objects into a buffer to generate a mapping of what each pixel needs access to combined with storing your changes in a texture. However that would kill your cache as locality would be painful to maintain...