Raymarching from Scratch (Part 3)

First Person Shooter (FPS) style camera In this chapter we will step away from our Raymarcher renderer. Instead we are going to implement a camera movement. We will be able to move forward, strafe, fly and look around using our mouse and keyboard. This chapter is Godot-heavy. I assume you have some passing experience withContinue reading “Raymarching from Scratch (Part 3)”

Raymarching from Scratch (Part 2)

Rendering our first Sphere Unshaded Sphere We are ready to render our first sphere. Lets start with defining the SDFs. In your shader create 2 new functions after uniform variables definitions: sdf is our main function. It tells us how far the point pos is from the scene. sdSphere is a SDF for a sphere.Continue reading “Raymarching from Scratch (Part 2)”

Raymarching from Scratch (Part 1)

Raymarching Basics. Camera In the previous chapter we have set up a sandbox Godot project. We have created a fullscreen shader and have used it to display an opaque red color. Quite boring. In this chapter I will cover basics of Raymarching. I will provide you a very brief explanation of the technique and focusContinue reading “Raymarching from Scratch (Part 1)”

Raymarching from Scratch (Part 0)

Motivation So what is Raymatching? Raymarching is a rendering technique. It takes a 3d scene (bunch of objects like spheres, triangles, cubes, lights etc.) and produces a 2d image. Here is a list of common rendering techniques: Rasterizer – for real-time rendering (games, 3d modeling, user interfaces…). Fast but not realistic. Complex effects are hackyContinue reading “Raymarching from Scratch (Part 0)”

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