An experimental meshless rendering engine
MIT License
An experimental meshless rendering engine that uses a variation on splatting with user-defined function systems.
This project has a few overarching goals:
Because this project does not use the traditional mesh machinery that is common in most graphical pipelines, we do not need to focus on shaders, but instead on compute kernels that are more common in CUDA, OpenCL, or other GPGPU languages (like Julia's KernelAbstractions.jl). It is also possible to use Vulkan's compute shaders for the same purpose and it might be interesting to consider doing that in the future, especially if OpenCL JIT compilation ends up becoming a problem. In that case, it could be possible to spin up our own SPIRV compiler to send to Vulkan for the "fastest performance possible."
Right now, the project is in its infancy. My plan is to do the following: