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# bevyray | ||
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[Ray Tracing in One Weekend](https://raytracing.github.io/) in a [Bevy](https://bevyengine.org) Fragment Shader | ||
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![bevyray](assets/images/bevyray.png) | ||
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## Future work | ||
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- 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 | ||
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||
[Ray Tracing in One Weekend](https://raytracing.github.io/) in a [Bevy](https://bevyengine.org) Fragment Shader | ||
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||
![bevyray](assets/images/bevyray.png) | ||
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## What it currently does | ||
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- 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 | ||
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## 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 |
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