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?
Why is it used so much in WebGL? Are there any resources for better (or simpler) understanding?

Ray marching is indeed a variation of sphere tracing, which is a technique for rendering scenes which uses ray intersection tests and some smart culling to improve performance. In its simplest form, ray marching is doing sphere tracing in world space, instead of object space.

You can think of ray tracing as shooting a ray from the camera into the scene, and following
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