https://rust-gpu.github.io/blog/2025/04/10/shadertoys/ #internetin4minutes #RustGPU #codingenthusiasts #techrevolution #HackerNews #ngated
Naive pathtracing needs a high number of samples per pixels to get an acceptable result, and shooting too many rays drastically affects FPS. But then look at the result once it starts importance sampling the light! π‘
After several weekends spent debugging validation layer errors and my iterative pathtracing algorithm, I can finally enjoy a bit of home-made real-time interactive raytracing.
β¨More cells! Including editing cell patches.β¨
Featuring butchered MSAA by the screen recorder as well as strange flickering. I looks smoother irl I swear.
#rustgpu doodle
#vulkan #rustlang
I actually test my Vulkan frame graph implementation with those doodles. In this case the vertex buffer for the Voronoi pattern is uploaded whenever it changes using the graph to synchronize upload and rendering/display of the new frame.