The initial goal was just to render a simple 3D scene in the browser at a reasonable frame rate. It evolved into a small renderer that can: • Run locally or on the web using wgpu and WebAssembly • Perform mesh rendering with a Bounding Volume Hierarchy (BVH) for acceleration • Simulate both direct and indirect illumination for photorealistic results • Be deployed easily as a free web demo using GitHub Pages
The project is far from perfect, but it’s been a fun way to dig deeper into graphics programming and learn more about Rust’s ecosystem. I’m also planning to experiment with Rust for some ML projects next.
GitHub: https://github.com/tchauffi/rust-rasterizer Web demo (desktop browsers): https://tchauffi.github.io/rust-rasterizer/
Would love feedback from anyone who’s built similar projects or has experience with wgpu or ray tracing in Rust.
WhitneyLand•4h ago
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.
tchauffi•4h ago
jasonjmcghee•59m ago