Volume Shader BM: GPU Volume Rendering Benchmark

About the Name

volumeshader_bm (also known as volume shader bm) is the same powerful GPU benchmark tool you're looking for. While both terms refer to this browser-based volume rendering and trigonometric function testing platform, volumeshader_bm has become the more commonly searched term among graphics developers and hardware enthusiasts.

Whether you searched for volumeshader_bm, volume shader bm, or volume shader benchmark, you've found the right tool for GPU performance testing and 3D fractal rendering—all running directly in your browser with no installation required.

What is Volume Shader BM?

Volume Shader BM is a browser-based GPU benchmark and trigonometric/inverse trigonometric function test for volume rendering. It visualizes complex 3D fractals in real time, allowing you to interactively tweak shader code and instantly see the results. Perfect for graphics developers, game engineers, learners, and hardware enthusiasts.

Key Features

  • Real-time 3D fractal rendering and GPU performance benchmarking
  • Trigonometric and inverse trigonometric function visualization
  • Interactive CONFIG panel: edit shader kernel code live
  • Instant feedback: see rendering changes as you tweak parameters
  • Browser-based: no installation, runs anywhere

How to Use

  1. Click the CONFIG button to open the shader code panel.
  2. Edit the kernal function or other parameters as needed.
  3. Click APPLY to update the rendering instantly.
  4. Use your mouse or touch: Left Drag to rotate, Scroll to zoom, Right Drag (or two-finger pan) to move the view.

Example: Shader Kernel Function

float kernal(vec3 ver) {
  vec3 a;
  float b, c, d, e;
  a = ver;
  for(int i=0; i<5; i++) {
    b = length(a);
    c = atan(a.y, a.x) * 8.0;
    e = 1.0 / b;
    d = acos(a.z / b) * 8.0;
    b = pow(b, 8.0);
    a = vec3(b*sin(d)*cos(c), b*sin(d)*sin(c), b*cos(d)) + ver;
    if(b > 6.0) break;
  }
  return 4.0 - a.x*a.x - a.y*a.y - a.z*a.z;
}
  • Experiment with trigonometric functions for different fractal effects
  • Try changing loop count or math expressions for performance testing

Performance & Benchmark Tips

  • Increase loop count or complexity to stress-test your GPU
  • Compare browser and hardware performance easily
  • Use the tool for both learning and hardware evaluation

Controls

ActionDescription
Left DragRotate 3D view
ScrollZoom in/out
Right Drag / Two-finger panPan the view
TouchSupports single and multi-touch gestures

Why Use Volume Shader BM?

  • One-stop solution for volume rendering: from theory to GPU testing
  • Instant browser access—no installation or setup
  • Ideal for graphics education, research, and hardware benchmarking

Target Users

  • Graphics developers & shader programmers
  • Game engineers & engine developers
  • Students & learners in computer graphics
  • Hardware enthusiasts & testers

Technical Implementation

  • Rendering Core: 3D fractal rendering via WebGL
  • Interactive Controls: CONFIG panel supports custom shader code, real-time effect updates
  • Responsive Design: Canvas auto-scales with CSS transform, always square viewport
Advanced Configuration:
  • Increase iteration: change for(int i=0; i<5; i++) to a higher value (e.g., 8) for more detail
  • Adjust fractal parameters: modify pow(b,8.0) exponent (e.g., 6.0 for tighter structure)
  • Change color mapping: add vec3 color = vec3(distance/MAX_DIST); in fragment shader
Vertex Shader (VSHADER_SOURCE):
attribute vec4 position;
uniform vec3 right, forward, up, origin;
varying vec3 dir;
void main() {
  gl_Position = position;
  dir = forward + right * position.x*x + up * position.y*y;
}
  • View frustum built from right/forward/up vectors
  • Ray direction per pixel interpolated from frustum
Fragment Shader (FSHADER_SOURCE):
float distance = 0.0;
vec3 pos = origin;
for(int i=0; i<MAX_STEPS; i++) {
  float d = kernal(pos); // fractal distance field
  if(d < 0.001) break; // hit surface
  if(distance > MAX_DIST) break; // out of range
  distance += d;
  pos += normalize(dir) * d;
}
  • Step size adapts to distance field for efficient sampling
  • Kernal function iterates 8 times for Mandelbulb structure
Fractal Algorithm (kernal function):
float kernal(vec3 ver) {
  vec3 a = ver;
  for(int i=0; i<5; i++) {
    float b = length(a);
    float c = atan(a.y,a.x)*8.0;
    float d = acos(a.z/b)*8.0;
    b = pow(b, 8.0);
    a = vec3(b*sin(d)*cos(c), b*sin(d)*sin(c), b*cos(d)) + ver;
    if(b>6.0) break;
  }
  return 4.0 - dot(a,a);
}
  • Iterative spherical coordinate transform and power scaling
  • Distance field defines closed surface, value < 0 means inside

Extension Directions

  • Performance Monitoring: Add FPS display (via requestAnimationFrame timestamps)
  • Preset Scenes: Save multiple kernal function presets (e.g., Julia set variants)
  • VR Support: Stereo rendering via WebXR API

Core Functional Modules

ModuleDescriptionImplementation
3D RenderingReal-time Mandelbulb fractalRay marching + SDF
View ControlRotate/zoom/pan 3D viewMouse/touch + matrix transform
Code EditingCustom fractal logicGLSL dynamic compile + injection
Performance TestGPU stress testHeavy math (trig + matrix)

User Interaction System

ActionImplementationScenario
Left DragRotate ang1/ang2Adjust view angle
Right DragPan cenx/ceny/cenzRoam inside fractal
ScrollChange lenZoom in/out
Two-finger TouchRotate + zoomMobile operation
  • Code Editing: Edit kernal in textarea, supports custom fractal formulas
  • Live Update: Click APPLY to dynamically update fragment shader via gl.compileShader
  • Error Recovery: On syntax error, revert to last valid config

Resource Management

  • VRAM: Single texture unit, VRAM usage < 1MB
  • Computation: Avoid branching, fixed 5-iteration loop
  • State Cache: Camera matrix uniforms only update on interaction

Performance Optimization

  • Early Exit: Set MAX_STEPS=64 to avoid infinite loops
  • Distance Field: pow(b,8.0) for detail, fewer iterations
  • Precision: Surface threshold 0.001 for balance of detail and speed