WebGL Ray Marching Distance Extimation intersection between MandelBulb and MengerSponge cube
Live wglMengerBulb example
- light (blinn-phong) and shadows with full settings
- ambient occlusion with settings
- subpixel subdivision
- level of details (epsilon)
- auto-progressive step of accuracy.
- settings MengerSponge parameters: iterations / rotation / increment / scale / offset
- settings MandelBulb parameters: iterations / power
- 10 color palette with offset setting
Shadow Deep and Density parameters start with a low value (for slow GPU): increment values to get a better render (Deep) or for smooth shadows (Density)
- LeftMouseButton -> Rotate object
- RightMouseButton -> Rotate light
- MouseWheel -> Zoom in/out
- shift + LeftMouseButton -> Pan
This is pure HTML/JS/WebGL2 experiment, without 3th party WebGL tools/library.
It uses only gl-matrix js library for mat/vec/quat, and other self-made tools in the jsLib directory
For standalone usage, on local computer, is necessary use an http server to load external glsl shader file
(e.g. launch python -m http.server
from repository directory and in your browser digit localhost:8000/nameFile.html
)