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Inigo Quilez :: computer graphics, mathematics, shaders, fractals, demoscene and more
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Inigo Quilez :: computer graphics, mathematics, shaders, fractals, demoscene and more
Intro Here you will find the distance functions for basic primitives, plus the formulas for combi... Intro Here you will find the distance functions for basic primitives, plus the formulas for combining them together for building more complex shapes, as well as some distortion functions that you can use to shape your objects. Hopefully this will be useful for those rendering scenes with raymarching. You can see some of the results you can get by using these techniques in the raymarching distance









2022/12/18 リンク