A fork of Dawn WebGPU implementation adding hardware ray tracing extensions via Vulkan and D3D12 backends.
Dawn RT is a fork of the Dawn WebGPU implementation that adds hardware-accelerated ray tracing extensions to Chromium's WebGPU. It enables real-time ray tracing effects like path tracing and procedural geometry in web applications by implementing extensions in the Vulkan and D3D12 backends. This project brings advanced graphics capabilities typically found in native applications to the web platform.
Graphics developers and researchers working on real-time rendering who want to implement ray tracing in web applications using WebGPU. It's also relevant for contributors to the WebGPU standard and Chromium graphics stack.
Developers choose Dawn RT because it provides the only open-source implementation of hardware ray tracing for WebGPU, enabling cutting-edge graphics on the web without proprietary solutions. It extends the widely-used Dawn project with production-ready ray tracing support across multiple platforms.
Hardware Ray tracing extension for Chromium WebGPU
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Implements ray tracing extensions in Vulkan and D3D12 backends, enabling real-time effects like path tracing and procedural geometry as shown in the preview images.
Builds on Dawn's existing support for multiple graphics APIs, ensuring ray tracing works on Windows with D3D12 and various platforms with Vulkan.
Maintains compatibility with the webgpu.h specification, allowing seamless integration with WebGPU projects and leveraging Dawn's infrastructure.
As a fork of the open-source Dawn project, it benefits from community transparency and contributions, with links to specifications and issue tracking.
The ray tracing extension is not part of the official WebGPU standard yet, leading to potential breaking changes and limited adoption, as noted in the linked WebGPU issue.
Requires building custom Dawn and Chromium versions, which involves significant effort and is not straightforward, as indicated by the need for a separate Chromium build.
Ray tracing is only implemented for Vulkan and D3D12, excluding other Dawn backends like Metal and OpenGL, reducing platform support for some users.
The README has TODOs and relies on external articles for basic usage, suggesting documentation may be sparse or not fully maintained.