This project was chosen as an exercise primarily to learn Rust, but it quickly turned into an exercise in learning about Vulkan and compute shaders. It is intended to be a voxel ray tracer that only uses compute shaders but as of right now it only renders spheres using a standard line-sphere intersection equation and some rudamentary lighting calculations. I hope to expand it in the future to allow a compute shader to take a voxel point cloud and generate an image based on ray-voxel intersections.
I wrote a blog post about the first hurdle I encountered during its development, which had nothing to do with Rust, and everything to do with Vulkan compute shaders.