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Show HN: I've made a Monte-Carlo raytracer for glTF scenes in WebGPU
A software raytracing engine written in WebGPU. Contribute to lisyarus/webgpu-raytracer development by creating an account on GitHub.
Fast ray-scene intersections are done using a BVH built with a simple surface-area heuristic at program start (see Jacco Bikker's amazing article series about this). ✅ Support environment maps & a fixed-color environment ✅ Sample emissive triangles in proportion to area & intensity (probably using Vose alias method) ✅ Support albedo, material & normal maps Sample environment map pixels in proportion to intensity (using the same alias method) Implement refraction + VNDF Incorporate tinybvh and test different BVH variants for performance Implement wavefront path-tracing Support GLB input scenes It creates a wgpu-native imported library that can be simply linked to your executable via target_link_libraries(it sets up include directories automatically).
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