[sharing] Raymarching in jit.gl.pix


    Dec 22 2013 | 1:33 am
    hello my first test in Raymarching jit.gl.pix. There are problems of small ray. I do not control everything but the tracks are there.
    If someone cycling74 through here, I'd like help on the Param statement in a function.
    In the code box I signal my problem.
    I could achieve this by reading and copying bits of code at:
    I hope to motivate some to do the same :)
    Other examples of generative jit.gl.pix here: https://cycling74.com/forums/sharing-small-generative-jit-gl-pix/
    enjoy yourself

    • Dec 22 2013 | 1:36 am
    • Dec 22 2013 | 12:36 pm
      Awesome, Thanks!
    • Dec 22 2013 | 1:12 pm
      woah this kicks ass at 200fps :]
      now lets try n figure out what's going on in there!
    • Dec 24 2013 | 4:30 am
      LLT, such good work here, thank you for sharing... did you write this yourself or was it ported from an example? if it's a port, could you share the example to help me understand how this was accomplished? thank you!
    • Dec 26 2013 | 1:41 pm
      hi, this is a bit of both, I found examples and tips codes at:
      the examples of codes Raymarching was found http://glsl.heroku.com. Unfortunately I do not remember what page of the site exactly.
      I mixed everything and try to understand, there are pieces everywhere :)
      I have to do something else at the moment. But soon I will try to document more code. I've made mistakes in the code, I need to clean. I do not understand everything and we lack examples of cycling74 to help us make the portage.
      Please cycling74 We need a very simple example of Raymarching with pricipale functions.
      I'll be back soon.
    • Dec 30 2013 | 4:36 pm
      hello everyone I'm a little lost in my previous post for well documented :D
      so this time I chose to do a port of Raymarching http://glsl.heroku.com You will find the source code in the jit.gl.pix.
      I just added the ITER parameter to relieve my little GPU.
      it is difficult for me to run a lot of shader in http://glsl.heroku.com. for example I have trouble figuring out how to mat2, mat3 in jit.gl.pix
      also in the codebox I know declare settings in a function but I can not call it.
      an example:
        oa (q) { param loop (20.)   return cos (qx) + cos (qy * (1.0 + sin (2) * 0.5).) + cos (qz) + cos (qy * loop) * .05; } if I change the parameter in the codebox loop it works but not if I call with a loop variable $1 in jit.gl.pix.
      Team cycling74 here? ;)
    • Dec 30 2013 | 4:40 pm
      the patch
    • Dec 30 2013 | 4:41 pm
    • Jan 10 2014 | 9:27 pm
      this is amazing!!! thanks a lot for sharing it!!
    • May 04 2017 | 6:26 pm
      awesome, thanksssssss too <333
    • May 06 2017 | 10:13 pm
      This is amazing - welll done.
    • Dec 19 2017 | 4:16 pm
      Incredible port, LLT! Would it be possible to use ray marching or ray tracing to calculate light on a 3D scene, without making the actual virtual objects within the shader like you did here? If we managed to solve this, we could make some next level post processing stuff!
      Picture taken from wikipedia page about ray tracing. Shallow depth of field, area light sources and diffuse interreflection.
      I have no idea how you would do this with 2D textures though, so I would not know how to tell jit.gl.pix about where the 3D scene surfaces are :(