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Ray marching demo with Signed distance fields

Realtime compute shader based raymarching with CSG based on SDF:

Ray marching

Gif:

Ray marching


Setup

Built with Visual Studio 2019 and .Net Core 3.1.

The compute shader implementation is in its own repository and referenced via a git submodule. Therefore you must run:

git submodule init && git submodule update

after checkout to build the solution successfully.

Details

  • Uses signed distance fields to define simple geometry
  • Uses CSG based operations to create complex geometry from many simple pieces
  • configuration options (currently limited to file/command line based at startup)
  • player & object movement within the scene

Known issues

  • purple screen when using compute shader on mobile chipsets (Intel Graphics 6xx and the likes). The shader simply doesn't run/output anything resulting in the default texture color (purple) being shown
  • AccessViolationException on linkProgram on mobile chipsets (Intel Graphis 6xx and the likes)

Sources

ray-marching's People

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