Building a Raymarching Renderer from Scratch

Introduction Raymarching is a powerful rendering technique widely used in real-time graphics environments like Shadertoy. Unlike traditional rasterization, it does not require predefined 3D meshes. Instead, every object in the scene is defined mathematically and generated on the fly. This article breaks down the mechanics of the raymarching alg ...

Posted on Sun, 19 Jul 2026 16:09:50 +0000 by claypots

Understanding OpenSceneGraph Architecture and Scene Management

Coordinate System Fundamentals A coordinate system serves as a framework for precisely positioning objects within a scene. All geometric transformations occur relative to specific coordinate systems. Common coordinate systems include world coordinates, object coordinates, and camera coordinates. World Coordinate System The worldd coordinate sys ...

Posted on Thu, 02 Jul 2026 17:13:50 +0000 by xposed

Rendering Geometry in OpenGL ES 3.0 Using glDrawArrays

OpenGL ES 3.0 Primitive Drawing API OverviewOpenGL ES 3.0 offers five primary API functions for rendering geometric primitives. While glDrawElements and its variations are common for indexed rendering, glDrawArrays serves as the fundamental method for rendering non-indexed geometry directly from vertex buffer data.The glDrawArrays FunctionThis ...

Posted on Sat, 16 May 2026 22:49:01 +0000 by dabaR

Implementing Real-Time Shadows in Three.js

Shadow rendering in Three.js relies on a specific pipeline involving the renderer, light source, geometry, and material configurations. By default, the engine skips shadow calculations to presreve performance. To activate this feature, four distinct components must be properly configured. First, enable the shadow mapping system on the renderer ...

Posted on Fri, 15 May 2026 01:21:16 +0000 by tony-kidsdirect