This document provides an overview of ray marching techniques for rendering 3D scenes using shaders. It explains basic linear algebra concepts used in ray marching like position, distance to surface, and normals. It also covers lighting models including diffuse and specular lighting. Advanced techniques like boolean operations allow for creating complex geometries. Additional effects covered include soft shadows, ambient occlusion, and examples of shadertoy implementations. Links to further resources on raymarching and distance fields are also provided.