This is a path traced renderer for a voxel world. It is written in Rust using
- Not because I want to run it on the web (though that could be possible with WASM), but because I wanted something simpler than Vulkan and more modern than OpenGL.
Why compute shaders?
- Needed read support on the previous frame.
- I would like to use that to speed up the ray-intersection calculations once I buy a ray-tracing capable GPU and support gets merged in wgpu