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Rusty Ray Tracer

This project was chosen as an exercise primarily to learn Rust, but it quickly turned into an exercise in learning about Vulkan and compute shaders. It is intended to be a voxel ray tracer that only uses compute shaders but as of right now it only renders spheres using a standard line-sphere intersection equation and some rudamentary lighting calculations. I hope to expand it in the future to allow a compute shader to take a voxel point cloud and generate an image based on ray-voxel intersections.

I wrote a blog post about the first hurdle I encountered during its development, which had nothing to do with Rust, and everything to do with Vulkan compute shaders.

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An extremely basic ray tracer that uses only compute shaders with the Vulkan graphics API.

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