-
Notifications
You must be signed in to change notification settings - Fork 1
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
Merge pull request #1 from GrandmasterB42/Scene-BVH
Scene bvh
- Loading branch information
Showing
7 changed files
with
1,082 additions
and
891 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,20 +1,25 @@ | ||
# bevyray | ||
|
||
[Ray Tracing in One Weekend](https://raytracing.github.io/) in a [Bevy](https://bevyengine.org) Fragment Shader | ||
|
||
![bevyray](assets/images/bevyray.png) | ||
|
||
## 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) | ||
- BVH for the scene | ||
- 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 | ||
# bevyray | ||
|
||
[Ray Tracing in One Weekend](https://raytracing.github.io/) in a [Bevy](https://bevyengine.org) Fragment Shader | ||
|
||
![bevyray](assets/images/bevyray.png) | ||
|
||
## 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 |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,2 +1,2 @@ | ||
const PI: f32 = 3.141592653589793; | ||
const INF: f32 = 3.40282e+38; | ||
const INF: f32 = 3.40282347e+38; |
Oops, something went wrong.