Author Topic: Raymarching Test  (Read 10576 times)




Sus

what the heck am i looking at? raycasting-generated marcher cubes? trippy but cool

what the heck am i looking at? raycasting-generated marcher cubes? trippy but cool
ray marching is a rendering technique that works by marching a ray through a scene, and drawing a pixel if it hits something. it's commonly used in real-time applications for volumetric rendering - smoke, water, fog, atmospheres, clouds, dust, etc. - but is also great for rendering fractals and other mathematical objects. raymarching is typically accelerated through the usage of distance functions - if you know the distance to the nearest surface, regardless of what surface that is, you know how far you can march a ray without hitting anything.


inigo quilez explains it better than I can
https://iquilezles.org/articles/raymarchingdf/
https://iquilezles.org/articles/menger/

and some examples, with accompanying GLSL code
https://www.shadertoy.com/view/4ttSWf
https://www.shadertoy.com/view/MdXSWn
https://www.shadertoy.com/view/Ml2XRD
« Last Edit: April 23, 2023, 10:48:02 AM by Satan From Wreck-It-Ralph »

inigo quilez has tons of great articles on his website about distance functions, SDF and ray marching too. he's the co-founder of shadertoy too btw