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Voxel Renderer

Written in Rust + wgpu

Demo

  • Raytraced shadows, procedural generation

  • Metallic reflection

Architecture

flowchart LR
  PChunk[Chunk System]

  subgraph PWorld[WorldRender]
    direction LR
    Camera --> voxel

    voxel --if-metal--> voxel'
    voxel --> sun
        
    voxel' --> sun
  end

  subgraph PEffect[PostProcess]
    direction LR
    output --upscale--> Target
    Target --color correct--> Surface
  end
    
  PChunk --> PWorld
  PWorld --> PEffect
  PEffect --> Surface

The raytracer uses a modified version of the algorithm presented in A Fast Voxel Traversal Algorithm (1987) - Amanatides & Woo

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