SYSTEM: ONLINE
Y
YUSUF AKÇAKAYA
FUSUY.DIGITAL.LAB
DIRECTORY / SANDBOXES / SDF-RAYMARCHER.WEBGL

3D SDF RAYMARCHER (WEBGL)

Signed distance fields and sphere tracing rendering real-time mathematical 3D geometry.

SDF RAYMARCHER 3D
60 FPS
MAX RAY STEPS 64 steps
CAMERA DISTANCE 3.5
[Click & drag to orbit camera around the procedural scene]
πŸ“š

RESEARCH & LEARNING VAULT // 3D Signed Distance Functions & Sphere Tracing

Volumetric raymarching, procedural CSG boolean operations, and GPU fragment shaders.

ACADEMIC & ALGORITHMIC REFERENCE
// HISTORICAL ORIGINS

John C. Hart introduced Sphere Tracing in 1989. Inigo Quilez popularized Signed Distance Functions for the demoscene and Shadertoy.

// GOVERNING EQUATIONS
t_{k+1} = t_k + d(\vec{p}_0 + t_k \vec{d}), \quad \vec{n} = \text{normalize}(\nabla d(\vec{p}))
// BROWSER IMPLEMENTATION

Executes a single fullscreen fragment shader in WebGL, marching rays through 3D mathematical fields until distance to surface boundary < 0.001.

// GUIDED EXPERIMENTS TO TRY IN THIS SANDBOX
1Infinite Brutalist Pillars

🎯 Action:Select 'Infinite Pillars' and drag mouse to tilt camera down the corridor.

✨ Observe:Fly through an infinite procedural architectural hall generated with modular spatial domain repetition.

// CURATED PAPERS, RFCS & RESOURCES