14 Feb 2025
Warning: The following content is generated and summarized by AI. It represents my personal learning journey and thought process. There might be inaccuracies, please use it as a reference with discretion.
During my journey learning shader programming, I delved deep into Ray Marching, a fascinating rendering technique. This article summarizes my understanding of this topic.
Ray Marching is an algorithm for rendering 3D scenes and is a variant of ray tracing. Its fundamental concept involves:
ro
represents the starting point of the ray, which is the camera position. In our example:
vec3 ro = vec3(0.0, 0.0, -3.0);
This means the camera is positioned at z=-3, facing the center of the scene.
rd
represents the ray direction vector. It's calculated using the UV coordinates of each pixel:
vec3 rd = normalize(vec3(uv * 2.0 - 1.0, 1.0));
This calculation creates a unique ray direction for each pixel. The field of view can be adjusted by modifying this calculation.
The marching process occurs in a loop:
vec3 p = ro + rd * t;
Here, p
is the current point being examined in 3D space, and t
is the distance traveled from the starting point.
A core concept in ray marching is the Signed Distance Function (SDF). An SDF takes a 3D point as input and returns the distance to the nearest object surface in the scene. This distance is signed: negative inside objects and positive outside.
The performance of ray marching rendering primarily depends on scene complexity and marching precision. Common optimization techniques include:
These techniques can significantly improve rendering efficiency, especially in complex scenes.
Understanding the ray marching algorithm has deepened my knowledge of shader programming. It's not just a rendering technique but a way of thinking about 3D space and light interaction. In my upcoming studies, I'll continue to explore more shader-related topics, so stay tuned!