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bevyray

Ray Tracing in One Weekend in a Bevy Fragment Shader

bevyray

What it currently does

  • 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

Future work

  • 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