Raymarching in Shadertoy, openFrameworks and Unreal Engine
Raymarching is a special method of rendering 3D objects or 3D scene:
- It's used for rendering ocean water, clouds, metaballs in Unreal Engine 4 and other engines and 3D editors.
- It's a main technique used for rendering 3D in Shadertoy projects.
Examples
- Shadertoy projects of rendering generative volumes, clouds, ocean and skybox reflections:
Sculpture III by iq: https://www.shadertoy.com/view/XtjSDK, see more at http://www.iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm
https://www.shadertoy.com/view/MsfGRr
https://www.shadertoy.com/view/lss3zr
https://www.shadertoy.com/view/XslGRr
https://www.shadertoy.com/view/llsXD2
https://www.shadertoy.com/view/XsB3Rm
stochastic ray trace by Otavio Good https://www.shadertoy.com/view/WlfXRr - Metaballs and volumetric clouds in Unreal Engine 4:
https://www.youtube.com/watch?v=ZbLCIcTHup4
https://www.youtube.com/watch?v=hWNX9jGEt8k - Claybook game is made entirely in similar technique:
https://www.youtube.com/watch?v=q6flyIrvKCA
Mehod description
The "forward" method of rendering used in OpenGL by default as a creating object from vertices and faces, and then rasterizing faces to obtain raster image for showing in on the screen.
In the opposite, the "raymarching" method creates a ray the each resulted image's pixel, which goes from the camera's origin through the pixel into 3D scene. The special point moves along the ray and accumulates colors of scene while 99-100% of opacity will be accumulated.
The step of moving along the ray can be fixed or dynamically changed (just increasing for rendering clouds or depending on the distance to the objects for rigid scene rendering such as ocean).
So in raymarching we don't need to represent object as a set of triangles, and can represent it by formula, as a 3D texture or octotree.
- raycasting - here ray don't scanned, but place of hitting the object is computed exactly,
- raytracing - here diffusion and reflection and lighing is dealed more delicately.
Tutorials on raymarching
- Text by Adok about terms raymarching, raycasting, raytracing
http://hugi.scene.org/online/hugi37/hugi%2037%20-%20coding%20adok%20on%20ray%20casting,%20ray%20tracing,%20ray%20marching%20and%20the%20like.htm - Workshop by AJWeeks: https://github.com/ajweeks/RaymarchingWorkshop
- Tutorial by Jamie Wong: http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/
- Articles by Inigo Quilez http://www.iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm
- Tutorial in ShaderToy by MichaelPohoreski https://www.shadertoy.com/view/XllGW4
More Shadertoy examples
Simple volume rendering by XT95, with light scattering: https://www.shadertoy.com/view/lss3zrOcean with islands by frankenburgh: https://www.shadertoy.com/view/lsBSWm
Well-documented code of ocean by bteitler: https://www.shadertoy.com/view/llsXD2
Making raymarching in openFrameworks
ofxShadertoy addon by Tiago Rezende to load Shadertoy's shaders:
https://github.com/tiagosr/ofxShadertoy
Addon for raytracing on CPU using Intel Embree library:
https://github.com/cyrildiagne/ofxEmbree
ofxVolumetrix addon by Timothy Scaffidi for working with 3D textures (voxels) in OpenGL and rendering it using raycasting:
https://github.com/timscaffidi/ofxVolumetrics
Computing ray direction from OpenGL matrix:
https://stackoverflow.com/questions/2354821/raycasting-how-to-properly-apply-a-projection-matrix/52764898#52764898
Computing ray directions in openFrameworks, our article.
Formula for backward alpha blending, our article.
Addon for raytracing on CPU using Intel Embree library:
https://github.com/cyrildiagne/ofxEmbree
ofxVolumetrix addon by Timothy Scaffidi for working with 3D textures (voxels) in OpenGL and rendering it using raycasting:
https://github.com/timscaffidi/ofxVolumetrics
Computing ray direction from OpenGL matrix:
https://stackoverflow.com/questions/2354821/raycasting-how-to-properly-apply-a-projection-matrix/52764898#52764898
Computing ray directions in openFrameworks, our article.
Formula for backward alpha blending, our article.
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