RayMarching | Основной код с которым можно поиграться находится в
kandi X-RAY | RayMarching Summary
kandi X-RAY | RayMarching Summary
Основной код с которым можно поиграться находится в RayMarching.shader с 31 по 133 строки, все остальное - вспомогательное, чтобы шейдеры правильно работали с камерой Unity.
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QUESTION
Is there a way in Julia to constrain the argument type of a function type? Let's say I have a function f = p::Int -> sqrt(p)
and I need to pass this function to other functions, is there a way to specify that these other functions take in functions which themselves take in Int
, something like my_func(f::Function{Int}) = ...
.
I am working on a raymarching implementation which uses functions to encode geometry. To combine two geometric objects, I need to take the minimum of their respective functions. Right now, I have this
...ANSWER
Answered 2022-Apr-11 at 00:25short answer: no, Julia does not have typed functions. But you can achieve type stability without this feature.
the #num
is just a name given to un-named variables.
QUESTION
In the following shadertoy I illustrate an artefact that occurs when raymarching
https://www.shadertoy.com/view/stdGDl
This is my "scene" (see code fragment below). It renders a primitive "tunnel_fragment" which is an SDF (Signed Distance Function), and uses modulo on the coordinates to calculate "infinite" repetitions of these fragments. It then also calculates which disk we are in (odd/even) to displace them.
I really don't understand why these artefacts occur when the disks (or rings -> see tunnel_fragment, if you remove a comment they become rings instead of disks) present these artefacts when the alternate movement in x direction becomes large.
These artefacts don't appear when the disk structure moves to the right on its whole, it only appears when the disks alternate and the entire structure becomes more complex.
What am I doing wrong? It's really boggling me.
...ANSWER
Answered 2021-Nov-15 at 14:47The problem is illustrated with this diagram:
When the current disk (based on modulo) is offset by more than the spacing between the disks, then the distance that you calculate is larger than the distance to the next disk. Consequently you risk in over-stepping the next disk.
To solve this you need to either limit the offset (as said -- no more than the spacing between the disks), or sample odd/even disks separately and min()
between them.
QUESTION
So I'm a fractal enthusiast and decided to build a 2D/3D fractal generator in WebGL using raymarching, with Typescript as scripting language. I've been a C#/Typescript dev for several years but having zero experience with 3d programming, I used Michael Walczyk's blog as a starting point. Some of my code I use here is derived from his tutorial.
I added the functionality that you can move through the object using WASDQEZC keys. WS = strafe forward-back, AD = strafe left-right, QE = strafe up-down, ZC = roll left-right. I combine this with a mouse look function which moves in the direction the mouse pointer is located on the rendering canvas. So what I want is total freedom of movement like in a spacesim. For this I am using a separate camera rotation matrix together with translation values and send them to the shader like this:
...ANSWER
Answered 2021-Nov-02 at 22:39Looks like I found the answer myself. I applied part of Adisak's answer from this question which is similar to mine. I applied his EulerAnglesToMatrix
function with rotation order ZXY, then extracted the x, y and z-axis like so:
QUESTION
I'm trying to create a compute shader in Unity that performs raymarching. So far I have an SDF of a box and a ray generation / marching function all of which seems to work fine:
...ANSWER
Answered 2021-Sep-23 at 18:53Nevermind, I am stupid:
QUESTION
I am adding a plane to the scene like this:
...ANSWER
Answered 2020-Sep-13 at 16:35You can easily achieve such a fullscreen effect by using the following setup:
QUESTION
I'm running into a bug with my shaders. For the vertex:
...ANSWER
Answered 2020-Jan-17 at 16:14The issue is caused, because (from OpenGL ES Shading Language 1.00 Specification - 4.3.5 Varying)
varying variables are set per vertex and are interpolated in a perspective-correct manner over the primitive being rendered.
To make your algorithm work, you have to interpolate the direction of the ray noperspective
.
Since GLSL ES 1.00 does not provide Interpolation qualifiers you have to find a workaround.
Compute the ray in the fragment shader:
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