A lot of ShaderToy demos share the Ray Marching algorithm to render the scene, but they are often written with a very compact style and i can't find any straightforward examples or explanation.
So what is Ray Marching? Some comments suggests that it is a variation of Sphere Tracing. What are the computational advantages of a such approach?
Ray marching is a method for rendering scenes by casting rays from the camera through the scene and determining the intersection point of each ray with objects in the scene, in a continuous manner. This is different from traditional ray tracing methods where each object has a list of intersections with the ray, and the intersection with the closest object is chosen to determine the final color of a pixel.

Instead of pre-calculating intersections for each object, ray marching calculates
In which use cases should i consider ray marching?
Thank you for any links to resources.
A common misconception about ray marching and sphere tracing (as far as I can tell) is that they are the same technique. They are actually quite different, although there are similarities.
Ray marching is a simple and relatively fast technique for rendering volumetric scenes, mainly inspired by ray casting and ray tracing but with some important differences.
The core idea of ray march