Here I test out the feasibility of performing raycasting inside a fragment shader, with moderately complex models (3D fractals).
Raycasting Test 9 September 2012
Reference GLSL Raycaster
This is a test of raycasting inside a GLSL fragment shader. The results are promising...
Source 2 files
- index.html HTML · 156 lines
- webgl_fragment_framework.js JavaScript · 349 lines
First Fractal 9 September 2012
First test of fractal casting in a shader
This is a fractal created by applying a repeated boxfold on a Pseudo-Kleinian shape.
Source 2 files
- index.html HTML · 169 lines
- webgl_fragment_framework.js JavaScript · 344 lines
Cathedral 9 September 2012
Alternative fractal parameters
Some different fractal parameters and camera positions give rise to something reminiscent of gothic cathedral architecture.
Source 2 files
- index.html HTML · 169 lines
- webgl_fragment_framework.js JavaScript · 344 lines
Cathedral (faster motion) 9 September 2012
Moving more quickly through the scene
I have made the camera faster to get an idea of what is around. There are some interesting views in here!
Source 2 files
- index.html HTML · 169 lines
- webgl_fragment_framework.js JavaScript · 344 lines
Cathedral (blurry fog) 9 September 2012
Fewer raycasting steps for fog effect
Source 2 files
- index.html HTML · 169 lines
- webgl_fragment_framework.js JavaScript · 344 lines
Cathedral (higher detail) 9 September 2012
More raycasting steps for a sharper image
This increases the raycasting steps, allowing for a more accurate trace and finer details visible.
Source 2 files
- index.html HTML · 169 lines
- webgl_fragment_framework.js JavaScript · 344 lines