u/diplofocus_in r/GraphicsProgramming • Recommends
…/), which uses PBR, I decided it was time to actually understand how rendering works, so I set out to make my own renderer. I'm using Rust, with WGPU (https://wgpu.rs/), with WGSL for the shader.
My main resource for getting up to this point was Filament (https://google.github.io/filament/Filament.html#materialsystem) and Sebastian Lague's video (link to this video
My ray tracing is currently implemented directly in my fragment shader, with a quad to draw my textures to. I'm doing progressive rendering, with an arbitrary choice of 10 spp. With the current scene of a 100 spheres, the image converges fairly quickly (<1s) and interactions feel smooth enough (though I haven't added an FPS counter yet), b…