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An experimental GPU driven renderer using WGPU

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pudnax/voidin

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Voidin

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