Introduction to
Ray-Tracing and Path-Tracing
using WebGPU
A beginner-friendly overview of real-time rendering
with modern web technologies
What is Ray-Tracing?
• - A rendering technique that simulates how light interacts with
surfaces
• - Traces the path of light rays from the camera into the scene
• - Produces reflections, refractions, and shadows
• - Used in movies and now in real-time games
How Does Ray-Tracing Work?
• - Shoots rays from the camera through each pixel
• - Determines intersections with scene geometry
• - Calculates light interactions (reflection, refraction, shadows)
• - Uses BVH (Bounding Volume Hierarchy) for efficiency
Question
• Why is ray-tracing computationally expensive?
• (A) It requires tracing multiple rays per pixel
• (B) It involves complex light calculations
• (C) It depends on high-memory acceleration structures
• (D) All of the above
• Answer: (D) All of the above
Introduction to Path-Tracing
• - A more realistic extension of ray-tracing
• - Traces multiple rays per pixel, bouncing randomly
• - Uses Monte Carlo integration to approximate global illumination
• - More accurate but noisier and more computationally expensive
Why Use WebGPU for Ray-Tracing?
• - A modern graphics API for high-performance rendering in the
browser
• - Better performance and flexibility than WebGL
• - Supports compute shaders, essential for ray-tracing
• - Works across multiple platforms (Windows, macOS, Linux, mobile)
Question
• Which of the following is a key advantage of WebGPU over WebGL for
ray-tracing?
• (A) Built-in ray-tracing support
• (B) Compute shader capabilities
• (C) Fully hardware-accelerated path-tracing
• (D) Supports ray-tracing on all devices
• Answer: (B) Compute shader capabilities
Acceleration Structures in Ray-Tracing
• - Essential for optimizing ray intersection tests
• - BVH (Bounding Volume Hierarchy) is the most used structure
• - BVH reduces the number of ray-object intersection tests
• - WebGPU compute shaders can build and traverse BVH
Implementing a Simple Ray-Tracer in WebGPU
• 1. Set up WebGPU rendering pipeline
• 2. Use compute shaders to trace rays
• 3. Implement ray-scene intersection tests
• 4. Accumulate lighting and shading effects
• 5. Display the rendered image
Question
• What is the primary role of a BVH in ray-tracing?
• (A) To increase the number of ray-object intersections
• (B) To reduce the number of intersection tests
• (C) To store the final rendered image
• (D) To generate random ray directions
• Answer: (B) To reduce the number of intersection tests
Challenges in Real-Time Path-Tracing
• - Handling noise (requires denoising techniques)
• - Performance optimization (importance sampling, adaptive sampling)
• - Hardware limitations in browsers
• - Managing memory and parallel computation efficiently
Future of WebGPU Ray-Tracing
• - Improving performance with hardware ray-tracing support
• - Advanced denoising techniques for real-time rendering
• - AI-assisted acceleration (DLSS, neural rendering)
• - Potential integration with game engines and WebXR
Any Questions?
Open discussion on challenges and possibilities

Introduction ray-tracing and path-tracing

  • 1.
    Introduction to Ray-Tracing andPath-Tracing using WebGPU A beginner-friendly overview of real-time rendering with modern web technologies
  • 2.
    What is Ray-Tracing? •- A rendering technique that simulates how light interacts with surfaces • - Traces the path of light rays from the camera into the scene • - Produces reflections, refractions, and shadows • - Used in movies and now in real-time games
  • 3.
    How Does Ray-TracingWork? • - Shoots rays from the camera through each pixel • - Determines intersections with scene geometry • - Calculates light interactions (reflection, refraction, shadows) • - Uses BVH (Bounding Volume Hierarchy) for efficiency
  • 4.
    Question • Why isray-tracing computationally expensive? • (A) It requires tracing multiple rays per pixel • (B) It involves complex light calculations • (C) It depends on high-memory acceleration structures • (D) All of the above • Answer: (D) All of the above
  • 5.
    Introduction to Path-Tracing •- A more realistic extension of ray-tracing • - Traces multiple rays per pixel, bouncing randomly • - Uses Monte Carlo integration to approximate global illumination • - More accurate but noisier and more computationally expensive
  • 6.
    Why Use WebGPUfor Ray-Tracing? • - A modern graphics API for high-performance rendering in the browser • - Better performance and flexibility than WebGL • - Supports compute shaders, essential for ray-tracing • - Works across multiple platforms (Windows, macOS, Linux, mobile)
  • 7.
    Question • Which ofthe following is a key advantage of WebGPU over WebGL for ray-tracing? • (A) Built-in ray-tracing support • (B) Compute shader capabilities • (C) Fully hardware-accelerated path-tracing • (D) Supports ray-tracing on all devices • Answer: (B) Compute shader capabilities
  • 8.
    Acceleration Structures inRay-Tracing • - Essential for optimizing ray intersection tests • - BVH (Bounding Volume Hierarchy) is the most used structure • - BVH reduces the number of ray-object intersection tests • - WebGPU compute shaders can build and traverse BVH
  • 9.
    Implementing a SimpleRay-Tracer in WebGPU • 1. Set up WebGPU rendering pipeline • 2. Use compute shaders to trace rays • 3. Implement ray-scene intersection tests • 4. Accumulate lighting and shading effects • 5. Display the rendered image
  • 10.
    Question • What isthe primary role of a BVH in ray-tracing? • (A) To increase the number of ray-object intersections • (B) To reduce the number of intersection tests • (C) To store the final rendered image • (D) To generate random ray directions • Answer: (B) To reduce the number of intersection tests
  • 11.
    Challenges in Real-TimePath-Tracing • - Handling noise (requires denoising techniques) • - Performance optimization (importance sampling, adaptive sampling) • - Hardware limitations in browsers • - Managing memory and parallel computation efficiently
  • 12.
    Future of WebGPURay-Tracing • - Improving performance with hardware ray-tracing support • - Advanced denoising techniques for real-time rendering • - AI-assisted acceleration (DLSS, neural rendering) • - Potential integration with game engines and WebXR
  • 13.
    Any Questions? Open discussionon challenges and possibilities