Experiments
Raymarched-fractals
01
Details
01.1 / TYPE
Generative Art
01.2 / TOOLS
GLSL
01.3 / DATE
February 2026

Overview

A series of studies exploring ray-marched 3D fractals. Like most people drawn to computer graphics, I find fractals endlessly fascinating — the way infinite complexity emerges from simple, recursive rules feels like peering into the underlying geometry of nature itself.

Technique

The visuals are rendered entirely in GLSL using a technique called ray marching: rather than relying on traditional polygon meshes, a ray is cast from the camera into the scene for each pixel, and a signed distance function (SDF) is sampled repeatedly along that ray until it converges on a surface. This makes it possible to render objects that have no clean geometric description — like fractals, whose infinitely recursive structure would be impossible to represent as a mesh.