It is a ray caster that I plan to evolve into a nonlinear ray caster where the viewing rays travel along a vector field which thus distorts the image. You can enable the nonlinear mode by setting the "linear_mode" constant in "src/compute.wgsl" to false. I also implemented hot reloading for the shaders, which made experimenting a lot easier. The project doesn't have any non-Rust dependencies, so giving it a go is as easy as "cargo run" in the repository directory. For an idea of what I'm aiming for, see the "Visualizing Strange Worlds" paper by Eduard Gröller from 1995: https://www.cs.drexel.edu/~david/Classes/Papers/Groller95.pd...
You can also drag&drop .obj models to load them, but I advise you to only use small models (500 triangles max) in linear mode and completely avoid it in nonlinear mode right now, as the performance is really bad at the moment. :) I'm looking into acceleration structures next, so hopefully this will improve.