Launching today

SB-GIMMEL
Pure math 17th-century mechanical ring inside a shader
3 followers
Pure math 17th-century mechanical ring inside a shader
3 followers
An interactive digital reconstruction of a rare 17th-century Gimmel wedding ring, engineered entirely within a single fragment shader using mathematical Raymarching. No 3D models (.glb/.obj), no image textures, no external canvas assets. Features fluid kinematic unfolding mechanics, anatomical D-shape comfort-fit gold profiles, and procedural Champlevé enamel monograms rendered at a rock-solid 60 FPS across all modern mobile and desktop viewports.



the fact that this is a whole wedding ring built from math with no models or textures is genuinely wild, and it runs smoothly on my phone. the little unfolding animation when you tap is such a satisfying detail.
@balkabakib78558 Thank you so much! Transforming pure mathematical formulas into smooth gold curves and fluid kinematics was the ultimate challenge here. I really wanted it to feel tactile and immediate on mobile, so hearing that the unfolding animation feels satisfying on your phone means the world to me. Appreciate the support! ⚜️
Hey everyone!
You have a unique chance to see behind the curtain of how this ring actually evolved. I still have a backup file from the early days, and back then, the hoop was just a harsh, industrial cylinder.
To turn it into a high-jewelry masterpiece, I had to completely alter the SDF math to create a genuine Comfort Fit (D-shape) profile. By replacing a flat cross-section with a soft trigonometric cosine distortion, the gold immediately started catching those narrow, liquid-like specular lights.
Here is the exact mathematical line that did the trick inside the map function:
float curveFactor = cos(clamp(p.z / thick, -1.0, 1.0) (3.14159 0.5));
dRing -= curveFactor * 0.012;
It natively softened the perimeter, completely killing the pixelated edges without a single heavy post-processing pass. Drop an upvote if you love clean math! ⚜️