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https://github.com/GrandmasterB42/bevyray
Raytracing in One Weekend in Bevy
https://github.com/GrandmasterB42/bevyray
bevy raytracing
Last synced: about 8 hours ago
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Raytracing in One Weekend in Bevy
- Host: GitHub
- URL: https://github.com/GrandmasterB42/bevyray
- Owner: GrandmasterB42
- Created: 2024-09-20T12:00:12.000Z (5 months ago)
- Default Branch: main
- Last Pushed: 2024-09-24T09:30:55.000Z (4 months ago)
- Last Synced: 2025-01-29T03:43:01.683Z (6 days ago)
- Topics: bevy, raytracing
- Language: Rust
- Homepage:
- Size: 897 KB
- Stars: 14
- Watchers: 1
- Forks: 1
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# 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