Skip to content

Ray Marching Demo

PySpace

A Python-based 3D ray marching demonstration that showcases advanced volumetric rendering techniques for creating procedural terrains and atmospheric effects. This implementation demonstrates the mathematical foundations of real-time 3D graphics rendering using signed distance functions.

Ray marching is a technique for rendering implicit surfaces by progressively stepping along camera rays until a surface intersection is detected. Unlike traditional ray tracing, it works with signed distance functions (SDFs) that provide the distance to the nearest surface from any point in space.

The core ray marching algorithm follows the iterative equation:

pn+1=pn+dSDF(pn)\vec{p}_{n+1} = \vec{p}_n + \vec{d} \cdot \text{SDF}(\vec{p}_n)

Where:

  • pn\vec{p}_n is the current ray position
  • d\vec{d} is the ray direction
  • SDF(pn)\text{SDF}(\vec{p}_n) is the signed distance at current position
  • Iteration continues until SDF(pn)<ϵ\text{SDF}(\vec{p}_n) < \epsilon

SDFs provide the exact distance to the nearest surface, with sign indicating interior (negative) or exterior (positive) regions:

SDF(p)={d(p,S)if pSd(p,S)if pS \text{SDF}(\vec{p}) = \begin{cases} -d(\vec{p}, S) & \text{if } \vec{p} \in S \\ d(\vec{p}, S) & \text{if } \vec{p} \notin S \end{cases}

Where d(p,S)d(\vec{p}, S) is the Euclidean distance to surface SS.

The Python implementation uses NumPy for efficient vector operations and matplotlib for visualization, providing a clean educational framework for understanding ray marching algorithms.

  • Camera System: Pinhole camera model with configurable position and orientation
  • Ray Generation: Perspective-correct ray casting through pixel grid
  • SDF Library: Collection of primitive and complex distance functions
  • Marching Loop: Adaptive step size and convergence criteria
  • Shading Model: Basic lighting and surface normal calculation
  • Output Pipeline: High-quality image generation and saving

The implementation includes various geometric primitives:

Sphere: pcr|\vec{p} - \vec{c}| - r

Box: max(pc)d\max(|\vec{p} - \vec{c}|) - \vec{d}

Plane: (pc)n(\vec{p} - \vec{c}) \cdot \vec{n}

Terrain: Fractal noise-based height fields

The demo showcases procedural content generation using mathematical functions and noise algorithms.

Implementation includes multiple noise types:

  • Perlin Noise: Gradient-based coherent noise function
  • Fractal Brownian Motion: Multi-octave noise synthesis
  • Simplex Noise: Improved gradient noise with reduced artifacts
  • Worley Noise: Cellular pattern generation for organic textures

Procedural terrain is created through:

  • Height Field: 2D noise function mapped to elevation
  • Erosion Simulation: Simple smoothing and sediment transport
  • Color Mapping: Height-based texture and material assignment
  • Level of Detail: Multi-resolution representation for efficiency

The complete rendering pipeline demonstrates real-time 3D graphics concepts.

def ray_march(origin, direction, max_distance, max_steps):
distance = 0.0
for step in range(max_steps):
point = origin + direction * distance
sdf_value = scene_sdf(point)
if sdf_value < MIN_DISTANCE:
return point, compute_normal(point), distance
distance += sdf_value
if distance > max_distance:
break
return None, None, max_distance

Basic Phong shading model implementation:

  • Diffuse Lighting: Lambertian surface reflection
  • Specular Highlights: Blinn-Phong for glossy surfaces
  • Ambient Occlusion: Approximate ambient shadowing
  • Fog Effects: Distance-based atmospheric attenuation
  • Bounding Volumes: Early ray termination for empty regions
  • Adaptive Step Size: Larger steps in open space
  • Spatial Partitioning: Hierarchical acceleration structures
  • Vectorization: NumPy operations for parallel processing
  • Level of Detail: Reduced complexity for distant objects

The demo provides flexible configuration for experimentation and learning.

Terminal window
# Install dependencies
pip install -r requirements.txt
# Run the ray marching demo
python ray_marcher_demo.py
# Quick execution on Windows
Run.bat
  • Scene Configuration: Modify SDF combinations and transformations
  • Camera Parameters: Adjust position, orientation, and field of view
  • Rendering Settings: Control resolution, quality, and output format
  • Performance Tuning: Balance quality vs. rendering speed
  • Export Options: Save generated scenes as images or data

Ray marching techniques are fundamental to:

  • Real-Time Graphics: Games and interactive applications
  • Scientific Visualization: Medical imaging and volume rendering
  • Architectural Design: Procedural building and landscape generation
  • Artistic Creation: Digital sculpture and abstract graphics
  • Educational Tools: Teaching 3D mathematics and computer graphics
  • Language: Python 3.x with NumPy and Matplotlib
  • Performance: Real-time rendering for moderate complexity scenes
  • Output: High-quality raster images with configurable resolution
  • Memory: Efficient implementation with minimal overhead
  • Compatibility: Cross-platform support with minimal dependencies

This ray marching demonstration serves as an educational introduction to advanced 3D graphics concepts, providing a solid foundation for understanding volumetric rendering and procedural content generation techniques used in modern graphics applications.