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I took the opportunity to base my visual computing project for this semester on the Rust WebGPU implementation (wgpu-rs). Working with it is very nice, compared
by dindresto 5y ago
I took the opportunity to base my visual computing project for this semester on the Rust WebGPU implementation (wgpu-rs). Working with it is very nice, compared to OpenGL and Vulkan. The biggest pain point right now is WGSL because it still is a moving target, but it's already good enough to work with in my case.
The repository for my project currently lacks any info at all unfortunately: https://github.com/niklaskorz/linon/ https://github.com/niklaskorz/linon/
It is a ray caster that I plan to evolve into a nonlinear ray caster where the viewing rays travel along a vector field which thus distorts the image. You can enable the nonlinear mode by setting the "linear_mode" constant in "src/compute.wgsl" to false. I also implemented hot reloading for the shaders, which made experimenting a lot easier. The project doesn't have any non-Rust dependencies, so giving it a go is as easy as "cargo run" in the repository directory.
For an idea of what I'm aiming for, see the "Visualizing Strange Worlds" paper by Eduard Gröller from 1995: https://www.cs.drexel.edu/~david/Classes/Papers/Groller95.pdf https://www.cs.drexel.edu/~david/Classes/Papers/Groller95.pd...
You can also drag&drop .obj models to load them, but I advise you to only use small models (500 triangles max) in linear mode and completely avoid it in nonlinear mode right now, as the performance is really bad at the moment. :)
I'm looking into acceleration structures next, so hopefully this will improve.