compute_rasterizer
VK-GL-CTS
compute_rasterizer | VK-GL-CTS | |
---|---|---|
9 | 17 | |
639 | 495 | |
- | 0.0% | |
0.0 | 9.9 | |
over 1 year ago | 5 days ago | |
C++ | C++ | |
GNU General Public License v3.0 or later | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
compute_rasterizer
-
Performance of GL_POINTS vs compute shader for 1x1 quads
Compute rasterization has the potential to be faster if you do it correctly but unless you're drawing a lot of points (hundreds of millions or even billions) just use GL_POINTS.
-
I want to draw the maximum GL_POINTS my computer can
Write the application first and find out; you're not going to be bottlenecked by the GPU for a very long time, as even several hundred bodies will become a major CPU bottleneck until you implement some acceleration structures. If you do get to the point of being able to simulate more bodies than you can render (for what it's worth, I've never gotten close even with a 2-body approximation), you can explicitly double-buffer your application or look into persistent mapping. Beyond that, you can actually achieve faster point rendering by writing your own compute-based point cloud rasterizer, but obviously this is not something to take on lightly.
-
Vulkan overkill for my task?
If you find traditional OpenGL techniques too slow, you can gain a 10-100 fold speedup by using compute shaders to manually rasterize your point cloud: https://github.com/m-schuetz/compute_rasterizer
-
Could software rasterisation be faster than hardware
Another example: https://github.com/m-schuetz/compute_rasterizer
-
How to build a compute rasterizer with WebGPU
well said! I think UE5 does use compute shaders for very small triangles. The other use case I know of is rendering dense point clouds (with more than 100 million points in the scene, see: https://github.com/m-schuetz/compute_rasterizer)
-
Point Cloud Rendering from LIDAR data
This is beyond your needs right now (you should take care of the basic first), but you might be interested in this. Turns out, a compute shader can rasterize big point clouds way more efficiently than using GL_POINTS, but don't look into that until you've identified a performance issue first.
- Rendering 796M points (12.7GB) in real time with compute shaders
- Rendering Point Clouds with Compute Shaders and Vertex Order Optimization
- Compute shader point cloud rendering
VK-GL-CTS
- What coin will pump in 2023?
-
A770/A750 Performance in Minecraft Java?
Minecraft Java edition uses the OpenGL graphics engine, which was created by the Khronos Group. Vulkan was also created by them.
-
I have a problemo
In the C++ standard, there is nothing. But if you are searching for something that can qualify as a standard, try the Khronos Group libs, here: https://www.khronos.org/
- Performance of GL_POINTS vs compute shader for 1x1 quads
-
How the SYCL spec gets updated
The caretaker of the SYCL spec is Khronos a non-profit standards body that is home to several projects focused on graphics, machine learning, parallel computing, VR and visual computing. You will note that all these pieces work together to build frameworks. Some of the more visible ones that you might be familiar with are openGL and Vulkan.
-
Discussion Thread
Why does the Khronos group have so many standards? Do they really need all this?
-
Linux M1 GPU driver passes 99% of the dEQP-GLES2 compliance tests
It's more than that, it's the official conformance tests:
https://github.com/KhronosGroup/VK-GL-CTS/blob/main/external...
-
Compressed Texture Converter/Writer
https://www.khronos.org/ is the open standards body in charge of OpenGL and Vulkan. They’re pretty far from being a big commercial product maker ;)
-
Haptics Industry Forum and Khronos forge cooperative liaison to bring haptics to the Metaverse
The Haptics Industry Forum (HIF) and The Khronos® Group have entered into a cooperative liaison agreement to foster synergy between the two organizations to encourage the integration of advanced haptics functionality into the Khronos OpenXR™ open standard for portable augmented and virtual reality, to enable broad availability of haptics in the metaverse and beyond. This agreement enables HIF and Khronos to collaborate with a shared goal to enable broad, cross-platform access to next-generation haptic feedback in XR applications, enabling rich multisensory experiences to reach beyond 3D visuals for the eyes and spatial audio for the ears – and include expressive haptics for touch.
-
Metaverse app allows kids into virtual strip clubs
The true metaverse concept (not rebranded private apps like roblox, vrchat, second life, decentraland or horizons) will be based on an open set of standards, which are still in development.
What are some alternatives?
webgpu-compute-rasterizer - A simple software rasterizer running on a WebGPU compute shader. Built for educational purposes.
apitrace - Tools for tracing OpenGL, Direct3D, and other graphics APIs
magnum-examples - Examples for the Magnum C++11 graphics engine
basis_universal - Basis Universal GPU Texture Codec
filament - Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS, and WebGL2
vulkan_renderer - A toy renderer written in C using Vulkan to perform real-time ray tracing research.
Mapbox GL - Interactive, thoroughly customizable maps in native Android, iOS, macOS, Node.js, and Qt applications, powered by vector tiles and OpenGL
cobalt - Cobalt is a lightweight HTML5 application container
Oscar - Oscar and VinVL
stb - stb single-file public domain libraries for C/C++