Implement Basic Ray Marching Framework #22

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opened 2026-01-18 14:21:00 +00:00 by akadmin · 0 comments
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Description:
Create the foundation for volumetric rendering with a simple ray marching setup through a flat volume.
Tasks:

  • Create fullscreen quad for cloud rendering
  • Implement basic ray marching loop in compute shader
  • Define cloud volume bounds (flat slab initially)
  • Calculate ray-volume intersection
  • Sample 3D Perlin noise (simple test)
  • Accumulate density along ray
  • Output alpha channel
  • Test with simple noise visualization
  • Profile performance (will be slow)

Acceptance Criteria:

Ray marching through volume works
Can visualize 3D noise as clouds
Alpha accumulation produces cloud-like shapes
Code structure ready for optimization

Related Issues: None
Resources:

Scratchapixel volume rendering tutorial
Real-time Cloudscapes blog post

Estimated Time: 3-4 days

Description: Create the foundation for volumetric rendering with a simple ray marching setup through a flat volume. Tasks: - [ ] Create fullscreen quad for cloud rendering - [ ] Implement basic ray marching loop in compute shader - [ ] Define cloud volume bounds (flat slab initially) - [ ] Calculate ray-volume intersection - [ ] Sample 3D Perlin noise (simple test) - [ ] Accumulate density along ray - [ ] Output alpha channel - [ ] Test with simple noise visualization - [ ] Profile performance (will be slow) Acceptance Criteria: Ray marching through volume works Can visualize 3D noise as clouds Alpha accumulation produces cloud-like shapes Code structure ready for optimization Related Issues: None Resources: Scratchapixel volume rendering tutorial Real-time Cloudscapes blog post Estimated Time: 3-4 days
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akadmin/NemesisEngine#22
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