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?
Regards,
Luca
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Ray marching is a type of ray tracing technique that calculates intersections with geometric objects by iteratively stepping forward along a ray until an object is hit, or a maximum limit is reached. This allows for real-time rendering of complex scenes because the computations can be simplified and parallelized effectively.
Compared to traditional ray tracing methods that use bounded tree structures such as kd-trees or BVHs to
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