A parallel raytracer written in TypeScript and running on WebGL
A parallel raytracer written in TypeScript and running on WebGL launched on April 30, 2016 with 5 votes and more than 50% of that year's launches. The site was still online in September 2026, 10 years on.
What it does
A parallel raytracer built with TypeScript and GPU.js (WebGL/GLSL). The canvas is 640px by 640px. Each canvas object is controlled by a single GPU.js kernel and a single thread is spawned for each pixel to compute the color of the pixel. Increase the dimensions of the grid to break the canvas up into tiles, so that there are multiple kernels controlling multiple tiles. With this approach, the kernels will run sequentially, computing one canvas after another. Benchmark Benchmark the performance of the parallelized GPU and sequential CPU kernels. This will render 30 frames each and compute min, max, median frame rendering durations, andfrom raytracer.crypt.sg
Does a similar job
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I've made a Monte-Carlo raytracer for glTF scenes in WebGPU2024 · github.com · ▲131This is a GPU "software" raytracer (i.e. using manual ray-scene intersections and not RTX) written using the WebGPU API that renders glTF scenes. It supports many materials, textures, material & normal mapping, and heavily relies on multiple importance sampling to speed up convergence.
a Rust ray tracer that runs on any GPU – even in the browserNov 2025 · github.com · ▲95I’ve been experimenting with Rust lately and wanted a project that would help me explore some of its lower-level and performance-oriented features. Inspired by Sebastian Lague’s videos, I decided to implement my own ray tracer from scratch. The initial goal was just to render a simple 3D scene in the browser at a reasonable frame rate. It evolved into a small renderer that can: • Run locally or on the web using wgpu and WebAssembly • Perform mesh rendering with a Bounding Volume Hierarchy (BVH) for acceleration • Simulate both direct and indirect illumination for photorealistic results • Be…
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