Real-time procedural 3D scene generation using ray marching and distance field (also known as 'sphere tracing') accelerated rendering techniques.

Water - fresnel reflections, fractal noise animation and height maps, refraction and transparency.

Terrain - fractal noise height maps, natural lighting, fogging.

Fractals - Mandel, Menger and Sierpinski fractals generated in real-time.

Shiny things - reflections, soft shadows, procedural surfaces.

Polyhedra and knots - shapes, folds and knots with formulas mainly from www.fractalforums.com.

Miscellaneous and demos - stuff that doesn't fit anywhere else, and my early attempts at the technique.

Lots of code/ideas for these demos come from reading and experimenting with techniques from the following resources:

http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf

Ray Marching Toolbox thread (pouet.net)

Ray Marching Beginners thread (pouet.net)

http://iquilezles.org/www/articles/distfunctions/distfunctions.htm

http://www.shadertoy.com

http://www.fractalforums.com

The general technique is explained from page 21 onwards in the above PDF link. If you want to understand this stuff read through the PDF and pouet.net links above!

...but they don't work on my machine!

These Web-GL demos work best on Linux or Mac which has good native OpenGL support. Most should work on Windows with a decent GPU.