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.
- Volume Texture Proxy Generation
- Camera Ray Generation
- Ray-AABB Intersection
- Ray-Marching
- Sphere-Marching
- Cone-Marching
- Density Accumulation
WIP
- Sebastian Aaltonen - Making Of Claybook
- Inigo Quilez - Raymarching SDFs
- Inigo Quilez - Rendering Worlds with Two Triangleswith raytracing on the GPUin 4096 bytes
- Keenan Crane - Ray Tracing Quaternion Julia Sets on the GPU
- Adrian Biagioli - Raymarching Distance Fields: Concepts and Implementation in Unity