camellia
wipgpu-built bvh path tracing for minecraft
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 controls cover autofocus, 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.
renders