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I have set up WGPU with Rust to run a compute shader to render to a texture, which is then rendered to the screen. The compute shader ray traces using signed distance functions, stepping as far as the closest object at a time.
There is also a simple, FPS-style camera implementation, so the scene can be looked around.
Next, I plan to improve the graphics, with basic lighting and shadows, and perhaps materials instead of colours.
I’m not sure where this project will go, but hopefully something interesting will come of it.
The picture shows a sphere and long cuboid, a smin function used on them, with different parameters, causes them to blend. This is only one of the many interesting properties of SDFs.

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