


In the first part we talked about how we got started on path tracing with WebGPU. We began with simple parametric shapes just for testing, then continued with what we were really interested in, polygon meshes. We made a simple improvement to our intersection testing, saw how it work, and more importantly how it didn’t work, then concluded we need a proper acceleration structure in order to get things going. In this part we’ll be focusing on such an acceleration structure: Bounding Volume Hierarchies
Continue reading “Casually PathTracing with WebGPU Part2”