RayMarching | Основной код с которым можно поиграться находится в

 by   Elco- C# Version: Current License: MIT

kandi X-RAY | RayMarching Summary

kandi X-RAY | RayMarching Summary

RayMarching is a C# library. RayMarching has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

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.

            kandi-support Support

              RayMarching has a low active ecosystem.
              It has 63 star(s) with 11 fork(s). There are 8 watchers for this library.
              It had no major release in the last 6 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 6 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of RayMarching is current.

            kandi-Quality Quality

              RayMarching has 0 bugs and 0 code smells.

            kandi-Security Security

              RayMarching has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              RayMarching code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              RayMarching is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              RayMarching releases are not available. You will need to build from source code and install.

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            RayMarching Key Features

            No Key Features are available at this moment for RayMarching.

            RayMarching Examples and Code Snippets

            No Code Snippets are available at this moment for RayMarching.

            Community Discussions


            How to specify the argument types of function types
            Asked 2022-Apr-11 at 00:51

            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



            Answered 2022-Apr-11 at 00:25

            short 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.

            Source https://stackoverflow.com/questions/71821341


            GLSL artefacts when ray marching
            Asked 2021-Nov-15 at 15:07

            In the following shadertoy I illustrate an artefact that occurs when raymarching


            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.



            Answered 2021-Nov-15 at 14:47

            The 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.

            Source https://stackoverflow.com/questions/69976100


            How can I correctly translate/rotate my camera in my 3d raymarched world
            Asked 2021-Nov-02 at 22:39
            What I am trying to achieve

            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:



            Answered 2021-Nov-02 at 22:39

            Looks 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:

            Source https://stackoverflow.com/questions/69665372


            Normal estimation of signed distance function just won't work
            Asked 2021-Sep-23 at 18:53

            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:



            Answered 2021-Sep-23 at 18:53

            Nevermind, I am stupid:

            Source https://stackoverflow.com/questions/69304827


            Three.js - Scaling a plane to full screen
            Asked 2020-Dec-10 at 22:15

            I am adding a plane to the scene like this:



            Answered 2020-Sep-13 at 16:35

            You can easily achieve such a fullscreen effect by using the following setup:

            Source https://stackoverflow.com/questions/63872740


            Wobble in volumetric fixed step raymarching
            Asked 2020-Jan-17 at 17:43

            I'm running into a bug with my shaders. For the vertex:



            Answered 2020-Jan-17 at 16:14

            The 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:

            Source https://stackoverflow.com/questions/59786805

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install RayMarching

            You can download it from GitHub.


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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