In this talk, Harley explains the basics of raymarching -- a powerful technique that can be used to draw 3D scenes with a pixel shader. By using signed distance functions, we can describe the geometry of a scene in a succinct mathematical form. Raymarching allows us to step rays closer and closer to our geometry until we intersect and then colour our pixels according to our shading model. This technique is vastly expressive. Scenery from cityscapes to natural landscapes can be produced by aggregating simple mathematical rules. With surprisingly few mathematical operations, you can create remarkable variety, and by supplying temporal inputs like music and motion, you can create procedurally evolving scenery.
Harley is a Front End Engineer. He's built video streaming services, interactive documentaries and graphic design tools whilst working for SBS and Canva, but at night he turns his attention to music, signal processing and 3d graphics, and exploring novel ways in which music and art can interact.