compute-shader-101
kajiya
compute-shader-101 | kajiya | |
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8 | 19 | |
489 | 4,575 | |
2.7% | 0.9% | |
0.0 | 4.4 | |
3 months ago | 3 months ago | |
Rust | Rust | |
Apache License 2.0 | Apache License 2.0 |
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compute-shader-101
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wgpu-rs resources for computing purposes only
You might find compute shader 101 useful.
- Vulkan terms vs. Direct3D 12 (aka DirectX 12) terms
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WGPU setup and compute shader feedback - and Tutorial.
Compute Shader 101 - Github, Video, Slideshow. additional resources at end of slide show.
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Compute Shaders and Rust - looking for some guidance.
Yes, compute-shader-101 is sample code + video + slides.
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Prefix sum on portable compute shaders
Workgroup in Vulkan/WebGPU lingo is equivalent to "thread block" in CUDA speak; see [1] for a decoder ring.
> Using atomics to solve this is rarely a good idea, atomics will make things go slowly, and there is often a way to restructure the problem so that you can let threads read data from a previous dispatch, and break your pipeline into more dispatches if necessary.
This depends on the exact workload, but I disagree. A multiple dispatch solution to prefix sum requires reading the input at least twice, while decoupled look-back is single pass. That's a 1.5x difference if you're memory saturated, which is a good assumption here.
The Nanite talk (which I linked) showed a very similar result, for very similar reasons. They have a multi-dispatch approach to their adaptive LOD resolver, and it's about 25% slower than the one that uses atomics to manage the job queue.
Thus, I think we can solidly conclud that atomics are an essential part of the toolkit for GPU compute.
You do make an important distinction between runtime and development environment, and I should fix that, but there's still a point to be made. Most people doing machine learning work need a dev environment (or use Colab), even if they're theoretically just consuming GPU code that other people wrote. And if you do distribute a CUDA binary, it only runs on Nvidia. By contrast, my stuff is a 20-second "cargo build" and you can write your own GPU code with very minimal additional setup.
[1]: https://github.com/googlefonts/compute-shader-101/blob/main/...
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Compute shaders - where to learn more outside of unity
googlefonts/compute-shader-101: Sample code for compute shader 101 training (github.com)
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Vulkan Memory Allocator
I agree strongly with you about the need for good resources. Here are a few I've found that are useful.
* A trip through the Graphics Pipeline[1] is slightly dated (10 years old) but still very relevant.
* If you're interested in compute shaders specifically, I've put together "compute shader 101"
* Alyssa Rosenzweig's posts[3] on reverse engineering GPUs casts a lot of light on how they work at a low level. It helps to have a big-picture understanding first.
I think there is demand for a good book on this topic.
[1]: https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-...
[2]: https://github.com/googlefonts/compute-shader-101
[3]: https://rosenzweig.io/
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Compute shader 101 (video and slides)
This is a talk I've been working on for a while. It starts off motivating why you might want to write compute shaders (tl;dr you can exploit the impressive compute power of GPUs but portably), then explains the basics of how, including some sample code to help get people started.
Slides: https://docs.google.com/presentation/d/1dVSXORW6JurLUcx5UhE1...
Sample code: https://github.com/googlefonts/compute-shader-101
Feedback is welcome (please file issues against the open source repo), and AMA in this thread.
kajiya
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Portable, cross-platform, reliable 3D library?
There's also Kajiya, though it's very new and works on a limited range of GPUs.
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What is Rust's potential in game development?
I don't know how major they are considered, but Embark Studios is doing quite a bit of Rust in the open source space, most notably (IMO) rust-gpu and kajiya
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Strolle: pretty lightning, ๐ global illumination ๐, 6D hashmaps, progress report with a dungeon scene!
I'm also aware of https://github.com/EmbarkStudios/kajiya/, which has a pretty neat documentation:
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Ambient: The Multiplayer Game Engine
> You can't even achieve PS2-era graphics with Rust right now
That's just straight up false:
https://github.com/EmbarkStudios/kajiya
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Star citizen vs Unreal engine 5, how do you think it will fare?
There you go
- Kajiya Render โ Global Illumination Overview
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Bevy Jam #1
What do you think of the Kajiya renderer from Embark Studios. Is there a desire from the core developers to improve the plugin and maybe use as a default renderer?
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WGPU setup and compute shader feedback - and Tutorial.
A good example of what you can do with rust-gpu is kajiya from rust-gpu's creators. You'll notice that every shaders are not using complex enum, traits or even vector (no_std) from Rust.
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Bevy 0.6
I know nothing about game engines/programming/design, but I have recently read about https://github.com/EmbarkStudios/kajiya and wondered if bevy could benefit from it?
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Bevy game engine v0.6.0 released
This release constitutes a massive rendering API rework. You can think of it more as a foundation that makes it easier to implement better rendering features in the future.
If you check the release notes[0], you'll see HDR/Bloom support was dropped at the last minute, and several other major rendering features are still pending implementation.
The great part about Bevy is that it's modular, so you can swap out the renderer if you like. There's already several people using Bevy with Embark's kajiya renderer[1].
[0] https://bevyengine.org/news/bevy-0-6/#what-s-next-for-bevy
[1] https://github.com/EmbarkStudios/kajiya
What are some alternatives?
rust-gpu - ๐ Making Rust a first-class language and ecosystem for GPU shaders ๐ง
bevy_egui - This crate provides an Egui integration for the Bevy game engine. ๐บ๐ฆ Please support the Ukrainian army: https://savelife.in.ua/en/
raylib - A simple and easy-to-use library to enjoy videogames programming
www.rust-lang.org - The home of the Rust website
emscripten - Emscripten: An LLVM-to-WebAssembly Compiler
uptrace - Open source APM: OpenTelemetry traces, metrics, and logs
strange-attractors
MockingBird - ๐AIๆๅฃฐ: 5็งๅ ๅ ้ๆจ็ๅฃฐ้ณๅนถ็ๆไปปๆ่ฏญ้ณๅ ๅฎน Clone a voice in 5 seconds to generate arbitrary speech in real-time
vello - An experimental GPU compute-centric 2D renderer.
rfcs - Suggest changes to Bevy and view accepted designs
gpgpu-rs - Simple experimental async GPGPU framework for Rust
awesome-bevy - A collection of Bevy assets, plugins, learning resources, and apps made by the community