Very cool. Enjoyed playing with the "bounces" slider - it's fascinating how little improvement each additional bounce contributes after about 3 bounces. Severely diminishing returns in terms of the final image quality.
Show HN: a Rust ray tracer that runs on any GPU – even in the browser
11–20 of 30 posts
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#12Very cool. Enjoyed playing with the "bounces" slider - it's fascinating how little improvement each additional bounce contributes after about 3 bounces. Severely diminishing returns in terms of the final image quality.
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#13In Chrome I get "Failed to start: Failed to create State. Caused by: failed to find GPU adapter."
So I guess it runs on "some" GPUs, in "some" browsers!
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#14Seems pretty clickbaity and dishonest when that's just what webgl and webgpu means. Just say webgpu.
Also the roughness doesn't apply to the environment map.
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#15https://www.jsweet.org/examples/#Ray_tracer Written in Java then transpiled to JavaScript, been around for years.
Your link appears to be a basic ray tracer which anyone who has taken an intro to computer graphics course in college is likely required to implement and would only need a javascript canvas. To be honest I have no idea how much OPs real-time ray tracing differs in complexity from traditional ray tracing.
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#16runs on any GPU – even in the browser Seems pretty clickbaity and dishonest when that's just what webgl and webgpu means. Just say webgpu. Also the roughness doesn't apply to the environment map.
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#17Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#18It looks cool, nice project. Recommend taking a few minutes to make the web page work on mobile. For example on iPhone the actual webgpu/ray tracing seems to work fine but html formatting is shoving things over to be barely visible.
Thanks! It should work on mobile, you can hide the right panel using the button at the bottom of the screen. That said, performance on mobile is pretty limited because of hardware limitations.
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#19Why did you call the project rasterizer when it is not using rasterization but raytracing?
Re: Show HN: a Rust ray tracer that runs on any GPU – even in the browser
#20runs on any GPU – even in the browser Seems pretty clickbaity and dishonest when that's just what webgl and webgpu means. Just say webgpu. Also the roughness doesn't apply to the environment map.
If you click into the code you can see that it depends on `wgpu`, which is a wrapper that uses whichever native API would be appropriate for the platform you're working with. If you run the native compiled version you won't be using WebGPU.
The title implies that the reason this exists is because it "runs on any gpu, even in the browser". People have been making raytracers using gpu apis in the browser over and over for the last decade.
That would be like someone claiming their program "multiplies huge matrices using SIMD" and then wrapping eigen. Why make a claim that is just happening because you call the same library as everyone else?