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A project that wishes to demystify the beautiful world of volumetric raymarching

License: Mozilla Public License 2.0

C# 100.00%

understanding-raymarching's Introduction

Understanding Raymarching

A Unity (so far) project that attempts to demystify the beautiful world of Volumetric Raymarching, by splitting a typical ray-marching pipeline in explicit steps, and executing them in parallel on the CPU (using Unity's Job System & Burst Compiler).

By executing the individual steps of a RayMarching Pipeline on the CPU, instead of the usual way that is purely GPU-based, one loses performance but (hopefully) gains insight, and the ability to more closely observe, debug, and visualize what is going-on behind the scenes.

In a sense, it's like pulling the break, and taking things slow and steady.

Passes Implemented so far

  • Volume Texture Proxy Generation
  • Camera Ray Generation
  • Ray-AABB Intersection
  • Ray-Marching
  • Sphere-Marching
  • Cone-Marching
  • Density Accumulation

References

WIP

understanding-raymarching's People

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