gpuweb
procedural-gl-js
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gpuweb | procedural-gl-js | |
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56 | 11 | |
4,533 | 1,266 | |
2.1% | - | |
9.0 | 0.0 | |
9 days ago | almost 3 years ago | |
Bikeshed | JavaScript | |
GNU General Public License v3.0 or later | Mozilla Public License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
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gpuweb
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WebGPU now available for testing in Safari Technology Preview
People keep spreading this incredibly misleading statement, and yours is even more misleading (suggesting Apple opposed a 'GPU WASM')
By all accounts, Apple's /only/ stance was that if WebGPU used SPIR-V it would be a non-starter for them, due to ongoing legal issues between Apple and Khronos.
Apple actually proposed WebHLSL in collaboration with Microsoft, to have HLSL be the standard.
Mozilla employee's stance[0] was that SPIRV was too low level, did not fit with the goals of WebGPU portability and security, and expressed concern that Khronos may add functionality to SPIRV they cannot support in WebGPU like raytracing instructions .. 'So we'd always be on the verge of forking SPIR-V in some way.'
It was also noted by many people that even if a bytecode format was used, it would still have to be translated to the target (HLSL/DXIL, MSL, etc.) in almost the same way a text format would.
Nobody proposed a 'GPU WASM equivalent' or an alternative bytecode format.
The hard truth is that shader compilation is a fucking nightmare, people do not realize how bad it is across the different native APIs. SPIR-V is good, but it doesn't solve that - and presents other challenges if you are a web browser API. Vulkan and SPIRV are not the golden goose many make them out to be.
[0] https://github.com/gpuweb/gpuweb/issues/847#issuecomment-642...
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Show HN: WebGPU Particles Simulation
Yes it is still a bit new. WebGPU is not finished and is still being worked on: https://webgpu.io/
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Capturing the WebGPU Ecosystem
There's a proposal for a "WebGPU compatibility mode" which also works on older devices:
WebGPU currently doesn't support the "bindless" resource access model (see: https://github.com/gpuweb/gpuweb/issues/380).
The "max number of sampled texture per shader stage" is a runtime device limit, and the minimal value for that seems to be 16. So texture atlasses are still a thing in WebGPU.
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Why aren't we using highly efficient int8 calcualtions in quants? (maybe eli14?)
There's even an implementation under discussion to have the dp4a instruction added to WebGPU (https://github.com/gpuweb/gpuweb/issues/2677)
- WebGPU – All of the cores, none of the canvas
- [Rust_Gamedev] WGSL est-il un bon choix?
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I want to talk about WebGPU
Shared memory, yes, with the goodies: atomics and barriers. We rely on that heavily in Vello, so we've pushed very hard on it. For example, WebGPU introduces the "workgroupUniformLoad" built-in, which lets you broadcast a value to all threads in the workgroup while not introducing potential unsafety.
Tensor cores: I can't say there are plans to add it, but it's certainly something I would like to see. You need subgroups in place first, and there's been quite a bit of discussion[1] on that as a likely extension post-1.0.
- Chrome ships WebGPU (available by default in Chrome 113)
procedural-gl-js
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Recreating Real-World Terrain with React, Three.js and WebGL Shaders
Nice writeup, I always like it when the shaders are highlighted like this. I got started in a similar way 7 years ago and have been making 3D terrains with THREE.js & WebGL since.
The real fun begins when you need to implement some sort of Level-of-Detail system and streaming in data to give the illusion of high detail everywhere without sacrificing performance.
Last year I released an open-source framework (https://github.com/felixpalmer/procedural-gl-js) for creating 3D terrains for web applications, you can see Uluru here: https://www.procedural.eu/map/?longitude=131.036&latitude=-2... (unfortunately the aerial imagery from our default provider isn't as high resolution as other places in Europe)
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Visualization of 40M Cell Towers
Great visualization and approach with compressing the tile data. Do you have a comparison of how much smaller the payload ends up being compared to simply sending PNG files?
I use PNGs to encode elevation data in my 3D mapping library (https://github.com/felixpalmer/procedural-gl-js/) and this does a pretty good job of compressing the data, for example in the ocean the PNG files are also very small as the image is mostly black. Different use case I now as your data is much more sparse, but I wonder how close the PNG compression would be compared to your approach.
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React Component for 3D Maps
Bug reports are welcome at: https://github.com/felixpalmer/procedural-gl-js/
Also the geocoding quota issue has been resolved
Yeah, the React parts of this are very minimal. I'm not really sure what using it gets you, since it just manages a single div.
The _actual_ library that does all the work is here: https://github.com/felixpalmer/procedural-gl-js
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Ask HN: What Are You Working On?
- Tiny filesize means library is parsed fast. Package size is less than THREE.js thanks to code stripping
Check it out on Github: https://github.com/felixpalmer/procedural-gl-js/
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Mountain Peaks in WebGL
> https://github.com/felixpalmer/procedural-gl-js/
> Key features
> Batteries included elevation data. Global 3D data coverage courtesy of nasadem.XYZ
Generally just a choice for the demo - in part because restricting the view distance means less data to download (thus lower cost to serve!). If you switch the phone to portrait you will be able to see the horizon.
The library itself (https://github.com/felixpalmer/procedural-gl-js) lets you configure the angle freely.
Hi HN, Merry Christmas to all!
I made this as a demonstration of the open data available from the Austrian government under the www.basemap.at project. The rendering engine is built on top of THREE.js and can be found here: https://github.com/felixpalmer/procedural-gl-js/
For those in the southern hemisphere, there is also a similar visualization of the national parks of New Zealand: https://felixpalmer.github.io/new-zealand-3d/
That's not a bug, it's Germany! The aerial imagery comes from the Austrian basemap.at dataset, which only covers Austria. If you use imagery that covers multiple countries this isn't an issue, but for this project I wanted to try out the basemap.at data. See https://github.com/felixpalmer/procedural-gl-js/ for more
The imagery comes from the Orthofoto dataset on https://www.basemap.at/ - the actual texturing is done by the Procedural GL JS library https://github.com/felixpalmer/procedural-gl-js
What are some alternatives?
wgsl.vim - WGSL syntax highlight for vim
pyodide - Pyodide is a Python distribution for the browser and Node.js based on WebAssembly
maplibre-gl-js - MapLibre GL JS - Interactive vector tile maps in WebGL2
noclip.website - A digital museum of video game levels
suncalc - A tiny JavaScript library for calculating sun/moon positions and phases.
BestBuy-GPU-Bot - BestBuy Bot is an Add to cart and Auto Checkout Bot. This auto buying bot can search the item repeatedly on the ITEM page using one keyword. Once the desired item is available it can add to cart and checkout very fast. This auto purchasing BestBuy Bot can work on Firefox Browser so it can run in all Operating Systems. It can run for multiple items simultaneously.
wgpu-rs - Rust bindings to wgpu native library
WASI - WebAssembly System Interface
naga - Universal shader translation in Rust
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
Flutter - Flutter makes it easy and fast to build beautiful apps for mobile and beyond
rnnoise - Recurrent neural network for audio noise reduction