dwitter.net | #raymarching

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u(t) is called 60 times per second. t: Elapsed time in seconds. S: Shorthand for Math.sin. C: Shorthand for Math.cos. T: Shorthand for Math.tan. R: Function that generates rgba-strings, usage ex.: R(255, 255, 255, 0.5) c: A 1920x1080 canvas. x: A 2D context for that canvas.
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  • Raymarching Metaballs

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remix of d/15947 by u/tomxor

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  • Ray Marching SDF Sphere+Meltyness

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  • Dweetcraft HD Render ⛏️

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remix of d/22883 by u/tomxor

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  • Leisurely Descending a #minecraft cave v2

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  • Voxel Raycasting in 88 bytes!

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remix of d/16179 by u/tomxor

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  • Ray Marching SDF Orbit

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  • Ray Marching SDF Sphere+Bumps
  • u/tomxor
    Specifically, sphere tracing, with axis aligned field, i.e no perspective, marching along Z only. The sphere is not rotating, the simple displacement map is just being pushed through it's x.
  • u/yonatan
    orthogonal raymarching... nice idea
  • u/tomxor
    You said it more succinctly :)
  • u/tomxor
    #raymarching

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  • Voxel Descent ⛏️

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Xen

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remix of d/15952 by u/tomxor

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  • Ray Marching SDF Smoke
  • u/tomxor
    Runs significantly faster in FireFox for some reason.
  • u/tomxor
    Part of the smokeyness is obtained by exploiting artifacts in the ray marching algorithm itself, by only marching a constant and very short depth (4 steps) smooth aberations appear around the true volume (representative of the sphere tracing)
  • u/DataMeta
    WOW!!! #smoke #realistic #compressed
  • u/tomxor
    #raymarching

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