Voidin
GPU driven renderer using WGPU
Install / Use
/learn @pannapudi/VoidinREADME
Voidin
<p align="center"> <img src="./assets/clapping.gif" width=45% height=50%> <img src="./assets/bvh.png" width=41% height=50%> </p>Overview
The goal of this project is to research and implement modern techniques for rendering large scenes. The code is intended to serve as a reference for others wanting to build their own renderers and template for my own explorations.
Features
- GPU driven rendering
- Compute based frustum culling
- Instancing for reduced memory usage
- Deferred renderer architecture
- LTC based arealights
- TAA
- Handwritten BVH with SAH and TLAS over it for instanced rendering
TODO
[ ] Raytraced shadows for arealights
Building
Run cargo build --release from the main repository directory. Don't forget the --release since debug builds in Rust will run slowly.
References
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