Link collection of ray marching on the GPU
By Inigo Quilez
Slides and articles
- "Rendering Worlds with Two Triangles with raytracing on the GPU in 4096 bytes"
- "Raymarching distance fields"
- "Modeling with distance functions"
- "Terrain raymarching"
- "Free penumbra shadows for raymarching distance fields"
- "Mengar fractal"
Ray marching on distance fields
- "Ray Marching Distance Fields in Real-time on WebGL" Nop Jiarathanakul
- "Raymarching Distance Fields" 9bit Science
- "GPU Gems2 : Per-Pixel Displacement Mapping with Distance Functions"
- "GPU Gems3 : Robust Multiple Specular Reflections and Refractions"
- "GPU Ray Marching of Distance Fields" Lukasz Jaroslaw Tomczak
- "Fast Approximations for Global Illumination on Dynamic Scenes" Alex Evans. SIGGRAPH 2006
- "RayTracing Signed Distance Fields" Dan Knowlton
- "Test: Gpu Raymarch of Distance fields" Rubén Penalva's Blog
Displacement Mapping on GPU
- "Displacement Mapping on the GPU ― State of the Art" László Szirmay-Kalos, Tamás Umenhoffer
Parallax Occlusion Mapping (POM)
- "Practical Parallax Occlusion Mapping For Highly Detailed Surface
Silhouette Parallax Occlusion Mapping
- "The Rendering Technologies of Crysis 3" GDC 2013.
- "Interactive Smooth and Curved Shell Mapping" Stefan Jeschke, Stephan Mantler, Michael Wimmer
- "Next-Generation SpeedTree Rendering" GPU Gems 3
Displacement Mapping on Shader model 4.0
- "Displacement Mapping on the GPU - State of the Art" László Szirmay-Kalos, Tamás Umenhoffer. 2006.
Relief Mapping
- GPU Gems3 : Relaxed Cone Stepping for Relief Mapping
- Real-Time Relief Mapping on Arbitrary Polygonal Surfaces
- "Relief Texture mapping web site"
- "Faster Relief Mapping Using the Secant Method" Eric Risser, Musawir Shah, Sumanta Pattanaik.
Quadtree Displacement Mapping
- "Quadtree Displacement Mapping" GDC Europe 2009
- Quadtree Displacement Mapping with Height Blending, Michal Drobot. GPU Pro.
Secant method
Distance estimated 3D Fractals
- "Distance Estimated 3D Fractals (Part I)" Syntopia
- "Distance Estimated 3D Fractals (II): Lighting and Coloring" Syntopia
- "Fractal Rendering By Ray Marching with Distance Estimation" Kevin Horowitz
Horizontal Ambient Occlusion (HBAO)
- "Image-Space Horizon-Based Ambient Occlusion" Louis Bavoil, Miguel Sainz, Rouslan Dimitrov. SIGGRAPH 2008.
- Louis Bavoil, Miguel Sainz.“Image-Space Horizon-Based Ambient Occlusion”. ShaderX7 - Advanced Rendering Techniques. 2008.
Panta Rhei @ Capcom
- http://game.watch.impress.co.jp/docs/series/3dcg/20130801_609709.html
- http://game.watch.impress.co.jp/docs/series/3dcg/20130731_609422.html
ShaderToy demos
- "Elevated"
- "Clouds"
- "Volcanic"
- "Angles"
- "Juliabulb"
- "Catacombs"
- "Woods"
- "Cubescape"
- "Hell"
- "Cell"
- "Bridge"
- "Mengar Sponge"
- "Raymarching primitives"
Others
- GPU based Single-Pass Ray Casting of Large Heightelds Using Clipmaps
- "Ray-Patch Intersection for Improving Rendering Quality of Per-pixel Displacement Mapping" Ravish Mehra, Subodh Kumar
- Single-Pass Raycasting
- Volumetric Methods in Visual Effects (SIGGRAPH 2010 course)
- Production Volume Rendering 1 – Fundamentals