Jason Deacutis - Portfolio

Raymarching

Realtime Raymarcher

Raytracing, Pathtracing, & Raymarching all form images by simulating rays of light entering a camera for every pixel. They’re computationally expensive compared to traditional triangle rasterization, but they can handle much more complicated graphical effects. They are not necessarily challenging to program, but they are difficult to optimize. All renderers here were made from scratch in Unity running on a GTX 1070 Ti without the use of RTX.

/content/Shader/Raymarcher/raymacher1_small.jpg
Raymarching has a high upfront cost, but it can also achieve complexity otherwise impossible with triangles (extreme non-realtime example).
Raymarched terrain heightmap