A real-time path tracer built entirely in WebGPU compute shaders — no RT cores, no ML denoisers, just maths and triangles. Woke up one morning and wanted to follow up the Wolfenstein 3D raycaster with a ray tracer… obviously Doom levels were an obvious starting point.
It traces rays through Doom levels and procedural dungeons at 60fps, with a BVH, temporal accumulation, and à-trous denoising. At 512 samples per pixel it’s genuinely path-traced — every pixel computed, nothing hallucinated. At 4 samples it’s grainy but honest, and the noise reads as atmosphere. Thats what I tell myself anyway.
This was a real voyage of dicovery and a lot of fun. You might be able to run Doom on a fridge: but you certainly can’t the ray traced version!
Best thing to do is to try it below. You’ll need to press play to start - its computationally heavy and is likely to make fans spin up. I’ve written about building it too.