Overview
Ray Marching samples points along a ray, often using distance estimates or volume density to decide how far to step.
Renders by stepping along rays until they hit or pass through scene features.
Compact metadata for implementation and discovery.
Ray Marching samples points along a ray, often using distance estimates or volume density to decide how far to step.
Quick facts
Runtime and memory behavior at a glance.
Best
O(p)
Average
O(p s)
Worst
O(p s)
Space
O(1)
point_next = point + step_size * ray_directionSamples a ray at regular or adaptive intervals.
Show rays advancing through space in repeated steps.
Ray Marching operates in O(p s) time and O(1) space within the Ray-Based Rendering family. Key governing relation: point_next = point + step_size * ray_direction. Often compared with Sphere Tracing and Marching Cubes.
What each reference supports for this entry.
Rendering reference for light transport, ray tracing, sampling, BRDFs, acceleration structures, and path termination.
Open sourceGood next jumps from the relationship graph, ranked for useful discovery.
Ray marching samples along rays rather than solving explicit intersections.
Sphere tracing is a distance-field-guided form of ray marching.