nbody-wasm-sim
contrast_renderer
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nbody-wasm-sim | contrast_renderer | |
---|---|---|
3 | 4 | |
166 | 62 | |
- | - | |
0.0 | 6.1 | |
over 1 year ago | 3 months ago | |
Rust | Rust | |
- | MIT License |
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nbody-wasm-sim
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Tracking mentions began in Dec 2020.
contrast_renderer
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WebGPU Fundamentals
This is true, but there is a lot more to the story. For one, WebGPU does not (yet) support mesh shaders, though it may later as an extension. For two, consider a glyph such as "o" that has two contours. Real triangulation generates a mesh that only generates triangles between the outer and inner contours, and mesh shaders aren't good at that. There are techniques (cover and stencil) that draw twice, incrementing and decrementing a winding number stored in the stencil buffer (see contrast renderer[1] for a clean modern implementation), but it does require nontrivial tracking on the CPU side, and can result in lots of draw calls to switch between the cover and stencil stages unless sophisticated batching is done.
Compute shaders avoid all these problems and work on WebGPU 1.0 today.
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Rust: State of GUI, December 2022 – KAS blog
Shameless self promotion plug, I developed a GPU accelerated 2D rendering framework in Rust as well. It even comes with an experimental UI framework on top, which you can try in the browser if you have WebGPU enabled:
Thanks!
You can also checkout the "feature/ui" branch in GIT [1] to get the UI framework prototype.
[1]: https://github.com/Lichtso/contrast_renderer/tree/feature/ui
- Vector Graphics on GPU
What are some alternatives?
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vger-rs - 2D GPU renderer for dynamic UIs