Rendering

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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