3D SDF RAYMARCHER (WEBGL)
Signed distance fields and sphere tracing rendering real-time mathematical 3D geometry.
RESEARCH & LEARNING VAULT // 3D Signed Distance Functions & Sphere Tracing
Volumetric raymarching, procedural CSG boolean operations, and GPU fragment shaders.
John C. Hart introduced Sphere Tracing in 1989. Inigo Quilez popularized Signed Distance Functions for the demoscene and Shadertoy.
t_{k+1} = t_k + d(\vec{p}_0 + t_k \vec{d}), \quad \vec{n} = \text{normalize}(\nabla d(\vec{p}))Executes a single fullscreen fragment shader in WebGL, marching rays through 3D mathematical fields until distance to surface boundary < 0.001.
π― Action:Select 'Infinite Pillars' and drag mouse to tilt camera down the corridor.
β¨ Observe:Fly through an infinite procedural architectural hall generated with modular spatial domain repetition.
The seminal paper establishing raymarching with signed distance bounding spheres.
Comprehensive mathematical library of primitives, operations, and lighting techniques.