camellia
activegpu-built bvh path tracing for minecraft
if you’re looking for a quick download, here you go!
an iris shaderpack that captures minecraft’s live raster geometry and turns it into a ray-traceable scene. the shadow pass is reused to write visible block, entity and terrain quads (and textures!) into compact ssbos; compute passes generate aabbs and morton codes, radix-sort them with indirect dispatch, then build a bvh2 with hploc entirely on the gpu.
the reference path tracer handles diffuse, glossy materials, metals, subsurface scattering, water and glass refraction, spectral-like caustic dispersion, atmospheric lighting and agx tonemapping. thin-lens for depth of field with manual controls for focus, focal length, f-stop, sensor width and aperture blades simulation.
wip
i am currently trying to make the realtime path viable without throwing away the interesting material work. right now that means resolution-scaled wavefront queues, and in the future ReSTIR GI/DI. not yet released but planned are FFT bloom (reused from atmosphera) and clouds from photon, as sixthsurge very kindly allowed me to use them!
renders