xirreal@dev:~/projects/camellia $ cat README.md / · projects
[ project/camellia ]

camellia

active

gpu-built bvh path tracing for minecraft

stack: glsl, iris, minecraft github
camellia · demo scene

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

path-traced minecraft refration scene
glass refraction
path-traced minecraft flower closeup
flower closeup
path-traced minecraft water closeup
desert oasis