Questions tagged [raymarching]
38 questions
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Normal estimation of signed distance function just won't work
I'm trying to create a compute shader in Unity that performs raymarching. So far I have an SDF of a box and a ray generation / marching function all of which seems to work fine:
struct Ray {
float3 position;
float3 direction;
};
Ray…

Jimmy Diddler
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x87 - Issue in raymarcher
Below is my raymarcher, mostly adapted from https://www.shadertoy.com/view/llt3R4#
The expected behavior is a projection of a sphere on the screen, but instead it projects
empty space (signified by a yellow pixel, instead of a purple one).
This is…

Qh4os
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- 4
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GLSL black screen, shader doesn't do anything
I am writing a basic Sphere-Tracer in a fragment shader, everything is doing fine if I just color points according to their surface normals, but as soon as I try to implement the reflecting algorithm, it takes a bit longer to compile, and just…

NatMath
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Raymarching on rasterized shape
I have been wondering how I can combine two methods of rendering in a way that the rasterized on-screen shape serves as a canvas for ray-march based rendering in fragment shader.
Take these beautiful examples: https://www.shadertoy.com/view/XsjXRm…

lhog
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Why am I getting a for-loop error in Unity RayMarching shader?
This is my first shader so it's probably some dumb tiny error.
I'm following a tutorial on YouTube:
https://www.youtube.com/watch?v=S8AWd66hoCo&t=83s&pbjreload=10
I'm stuck with the distance function (for a sphere) and simply can't get it to work…

Senfguerkli
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- 1
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Remove fisheye distortion when calculating vectors for raymarching
I am trying to write an opencl kernel for raymarching. Everything works except there is noticeable fisheye distortion in the resulting images, as seen in this example: (This is supposed to be a cube)
The problem lies in the way I construct the…

Plasmabot
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what's wrong with it - or how to find correct THREE.PerspectiveCamera settings
I have a simple THREE.Scene where the main content is a THREE.Line mesh that visualizes the keyframe based path that the camera will follow for some scripted animation. There is then one THREE.SphereGeometry based mesh that is always repositioned to…

wothke
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Integrating multiple raymarching samples
Let's say I'm using raymarching to render a field function. (This on the CPU, not the GPU.) I have an algorithm like this crudely-written pseudocode:
pixelColour = arbitrary;
pixelTransmittance = 1.0;
t = 0;
while (t < max_view_distance) {
point =…

David Given
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