Rendering
Volumetric
RayMarching
Focuses on the the implementation of distance-aided raymarching, the de-fact standard technique to render volumes
Volume Raycasting
A variant of raymarching that can render semitransparent surfaces such as fog and smoke.
Signed Distance Function
An in depth discussion on the mathematical tools that allow us to generate and combine arbitrary volumes
// Checks if point is in sphere
bool sphereHit (float3 p) { ... }
return distance(p,_Centre) < _Radius;
// Returns distance in sphere
float sphereHit (float3 p) { ... }
return distance(p,_Centre) - _Radius;
// This now belongs to a family of functions called signed distance functions
positive == outside sphere
negative == inside sphere
0 == sphere surface