This project started as an implementaiton of Ray Tracing in One Weekend, but I've taken so many detours that it's diverged significantly.
If you're interested in running examples change the Camera::render_mutli call to reflect the
number of cpu cores you have. This isn't a well-optimized ray tracer so running in parallel is important.
I spent some time writing this first as a fragment shader, then (when I figured out I didn't care about realtime) as a compute shader. The GPU implementation is buggy and far behind the CPU implementation. Enable the feature flag if you want to run the example.

