I've made a Monte-Carlo raytracer for glTF scenes in WebGPU
This 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.
In plain words
This is a GPU-based Monte-Carlo raytracer built with WebGPU that renders glTF 3D scenes in a web browser. It performs manual ray-scene intersections without requiring RTX hardware, supporting multiple material types, textures, normal mapping, and material mapping. The raytracer uses multiple importance sampling techniques to accelerate image convergence. It's designed for developers working with 3D graphics and WebGPU rendering pipelines.
written from the facts on this page · September 2026
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