Ray Tracing in One Weekend in a Bevy Fragment Shader
- Blends Bevy rasterized output with raytraced data based on depth (is inaccurate and has room for optimization)
- Supports some basic properties of the bevy StandardMaterial for spheres
- Builds a BVH for the scene
- set up performance measuring tests
- Meshes (look into how meshlets are integrated) with their own BVH
- More efficient buffer writing (everything is currently copied to storage buffers every frame)
- look into multi-pass techniques and compute shader performance
- properly blend between rasterized and raytraced graphics
- support light sources
- more material features
- denoising
- importance sampling
- integrating with more bevy features
- CI