  Signed distance fields (SDFs) are a form of surface representation widely
used in computer graphics, having applications in rendering, collision
detection and modelling. In interactive media such as games, high-resolution
SDFs are commonly produced offline and subsequently loaded into the
application, representing rigid meshes only. This work develops a novel
technique that combines jump flooding and ray tracing to generate approximate
SDFs in real-time. Our approach can produce relatively accurate scene
representation for rendering soft shadows while maintaining interactive frame
rates. We extend our previous work with details on the design and
implementation as well as visual quality and performance evaluation of the
technique.
