I’ve been experimenting with Rust lately and wanted a project that would help me explore some of its lower-level and performance-oriented features. Inspired by Sebastian Lague’s videos, I decided to implement my own ray tracer from scratch.
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.
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