less than 1 minute read

This post is under construction! In the meantime, you can check the ShaderThing project github page.

Light transport with ShaderThing
An example of what can be rendered with ShaderThing. What you see is the result of pure GLSL code, and there are no 'assets' in the traditional sense: the geometry is not described as a collection of vertices with a certain connectivity (mesh), rather, it is described via a time-varying signed distance field and resolved with a custom Monte Carlo-based ray marching technique to resolve the principal light transport modes (diffuse reflection, specular reflection, transmission through dielectric media such as glass).