Fake 3D Worlds Built From Distance and Light
Raymarching Studies explores procedural 3D-like spaces made from signed distance fields, camera rays, lighting, repetition, glow, and realtime shader math.
SDFs
Fake 3D
Procedural Space
Orbital Force Core
A compact raymarched visual system with glowing geometry, pointer-influenced camera motion, fullscreen interaction, and procedural depth.
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Procedural Depth and Repeated Space
Raymarching lets a fragment shader create the illusion of 3D space without traditional meshes. Distance fields, loops, and lighting combine to produce structures that feel sculptural and spatial.
Cheap Trick BLOKS Port
A ported Synesthesia-style procedural raymarching system adapted for BLOKS pointer and audio uniforms.
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Audio Nebula Drive
A softer procedural space experiment showing how sound can influence depth, swirl, glow, and motion.
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Marching Rays Through an Invisible Scene
Instead of drawing polygons, a raymarching shader sends a ray from the camera through each pixel and repeatedly asks how far that ray is from the nearest surface.
float d = scene(position);
position += rayDirection * d;
When the distance becomes very small, the ray has reached a surface. This allows shaders to create procedural geometry, glowing spaces, tunnels, objects, and abstract 3D worlds from pure math.
