rust-gpu
rust-gpu | geodesic_raytracing | |
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82 | 18 | |
6,972 | 78 | |
1.1% | - | |
7.7 | 9.6 | |
5 days ago | 2 months ago | |
Rust | C++ | |
Apache License 2.0 | MIT License |
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rust-gpu
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Vcc – The Vulkan Clang Compiler
Sounds cool, but this requires yet another language to learn[0]. As someone who only has limited knowledge in this space, could someone tell me how comparable is the compute functionality of rust-gpu[1], where I can just write rust?
[0] https://github.com/Hugobros3/shady#language-syntax
[1] https://github.com/EmbarkStudios/rust-gpu
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Candle: Torch Replacement in Rust
I don't do anything related to data science, but I feel like doing it in Rust would be nice.
You get operator overloading, so you can have ergonomic matrix operations that are typed also. Processing data on the CPU is fast, and crates like https://github.com/EmbarkStudios/rust-gpu make it very ergonomic to leverage the GPU.
I like this library for creating typed coordinate spaces for graphics programming (https://github.com/servo/euclid), I imagine something similar could be done to create refined types for matrices so you don't do matrix multiplication matrices of invalid sizes
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What's the coolest Rust project you've seen that made you go, 'Wow, I didn't know Rust could do that!'?
Do you mean rust-gpu?
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How a Nerdsnipe Led to a Fast Implementation of Game of Life
And https://github.com/EmbarkStudios/rust-gpu/tree/main/examples with the wgpu runner (here it runs the compute shader)
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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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[rust-gpu] How do I run/build my own shaders locally?
The examples in the rust-gpu repository are a good place to start
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Posh: Type-Safe Graphics Programming in Rust
There's another project that's similar that's being used by an actual game company: https://github.com/EmbarkStudios/rust-gpu
They see specific advantages here that would outweigh that negative. It's not my space (I play games, but know next to nothing about graphics programming), but there's at least one argument in the other direction.
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Introducing posh: Type-Safe Graphics Programming in Rust
Could this approach work for compute shaders (GPGPU) as well? So far, I think https://github.com/EmbarkStudios/rust-gpu is the state of the art in that area, but it adds a specific Rust compiler backend for generating SPIR-V rather than leaving that up to the driver. That seems more complicated than it needs to be... but maybe it has advantages too? Thoughts?
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Looking for high level GPU computing crate
https://github.com/embarkstudios/rust-gpu Allows you to create shaders (kernals) in Rust.
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With what languages are video games like League of Legends (most likely) programmed?
Also Embark Studios (formers DICE people) is doing a lot of work with Rust, all open source like Rust GPU https://github.com/EmbarkStudios/rust-gpu
geodesic_raytracing
- GPU accelerated raytracer that can render any analytic metric tensor
- Introducing posh: Type-Safe Graphics Programming in Rust
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Cyberpunk 2077: Technology Preview Of New Ray Tracing: Overdrive Mode Arrives April 11th
Someone has written a geodesic ray tracer in C++.
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A cool little blackhole simulation using raytracing and gravity simulation.
If you're ever interested in building GR sims, I've got a lot of experience here and maintain a similar tool for GR raytracing here
- Researchers suggest that wormholes may look almost identical to black holes
- Astray: A performance-portable geodesic ray tracing library.
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Clang for Windows
This is untrue, I've shipped single executable binaries before with mingw. If you check out the latest project I've released, the only binary dependencies are libOpenCL.dll and the steam dll
- New C++ features in GCC 12
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My GPU-accelerated raytracing renderer
I did build an implementation for a lot of this, so if you want this is probably a reasonable reference
- Best way to simulate total time dilation across a region of space.
What are some alternatives?
llama.cpp - LLM inference in C/C++
cuda-samples - Samples for CUDA Developers which demonstrates features in CUDA Toolkit
wgpu - Cross-platform, safe, pure-rust graphics api.
Drogon-torch-serve - Serve pytorch / torch models using Drogon
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
FastAD - FastAD is a C++ implementation of automatic differentiation both forward and reverse mode.
onnxruntime-rs - Rust wrapper for Microsoft's ONNX Runtime (version 1.8)
astray - A performance-portable geodesic ray tracing library.
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
autodiff - automatic differentiation made easier for C++
DiligentEngine - A modern cross-platform low-level graphics library and rendering framework
papers - ISO/IEC JTC1 SC22 WG21 paper scheduling and management