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  • Dosent work in firefox, because of missing webgpu.
  • It does not run: "unreachable executed"
  • It looks cool, nice project.

    Recommend taking a few minutes to make the web page work on mobile.

    For example on iPhone the actual webgpu/ray tracing seems to work fine but html formatting is shoving things over to be barely visible.

  • What feedback are you looking for here specifically?

    I cannot run the demo on Firefox, but you might get better performance with an 8x4 thread group.

    Also, mega-kernels of this sort are generally bad for occupancy. Wavefront path tracing improves this at the expense of additional IO and a more involved implementation. https://research.nvidia.com/publication/2013-07_megakernels-...

    Overall your code looks easy to read. Too bad I couldn't run it.

  • Very cool. Enjoyed playing with the "bounces" slider - it's fascinating how little improvement each additional bounce contributes after about 3 bounces. Severely diminishing returns in terms of the final image quality.
  • In Safari 26 on an M1 with WebGPU enabled I get "InvalidStateError: GPUCommandEncoder.beginComputePass: Unable to begin compute pass."

    In Chrome I get "Failed to start: Failed to create State. Caused by: failed to find GPU adapter."

    So I guess it runs on "some" GPUs, in "some" browsers!

  • Why did you call the project rasterizer when it is not using rasterization but raytracing?
  • In Firefox, open about:config and set this to true: `dom.webgpu.enabled`.

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