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An experimental GPU driven renderer using WGPU

Voidin

Overview

The goal of this project is to research and implement modern techniques for rendering large scenes. The code is intended to serve as a reference for others wanting to build their own renderers and template for my own explorations.

Features

  • GPU driven rendering
  • Compute based frustum culling
  • Instancing for reduced memory usage
  • Deferred renderer architecture
  • LTC based arealights
  • TAA
  • Handwritten BVH with SAH and TLAS over it for instanced rendering

TODO

[ ] Raytraced shadows for arealights

Building

Run cargo build --release from the main repository directory. Don't forget the --release since debug builds in Rust will run slowly.

References