Common

Ray marching

3D computer graphics rendering method

Ray marching

Common card · No. 467078

Ray marching is a class of rendering methods for 3D computer graphics where rays are traversed iteratively, effectively dividing each ray into smaller ray segments, sampling some function at each step. For example, in volume ray casting the function would access data points from a 3D scan. In Sphere tracing, the function estimates a distance to step next. Ray marching is also used in physics simulations as an alternative to ray tracing where analytic solutions of the trajectories of light or sound waves are solved. Ray marching for computer graphics often takes advantage of signed distance functions to determine a maximum safe step-size, while this is less common in physics simulations a similar adaptive step method can be achieved using adaptive Runge-Kutta methods. The technique dates back to at least the 1980s; the 1989 paper "Hypertexture" by Ken Perlin contains an early example of a ray marching method.

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