Raytracing in fragment shader

Description

Created for a lecture in my bachelor studies. This was the fist time that I played around with raytracing. The goal of the project was to raytraced from a fragment shade any geometry and shade it nicely. I got inspired by a tutorial from BLenderGuru and recreated the scene in this shader. All geometry and materials are procedurally generated, there is no texture or mesh asset. It all math!

The pictures here showing the process that I made while developing the scene and learning the algorithms and techniques. THe first idea of creating a room turned out to be to complex for a single pass, therefore I switched then to the metro station.

First layout and idea of the project. Sadly, there where to many distance fields to trace that fast enough

After the failed layout I focused myself about the tracing algorithm and PBR

Then I was building advanced procedural materials

Started to layout the metro station