vello VS compute-shader-101

Compare vello vs compute-shader-101 and see what are their differences.

vello

An experimental GPU compute-centric 2D renderer. (by linebender)

compute-shader-101

Sample code for compute shader 101 training (by googlefonts)
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vello compute-shader-101
31 8
1,936 484
8.2% 3.3%
9.4 0.0
3 days ago 3 months ago
Rust Rust
Apache License 2.0 Apache License 2.0
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

vello

Posts with mentions or reviews of vello. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2024-03-20.
  • Rive Renderer – now open source and available on all platforms
    7 projects | news.ycombinator.com | 20 Mar 2024
    I'm looking forward to doing careful benchmarking, as this renderer absolutely looks like it will be competitive. It turns out that is really hard to do, if you want meaningful results.

    My initial take is that performance will be pretty dependent on hardware, in particular support for pixel local storage[1]. From what I've seen so far, Apple Silicon is the sweet spot, as there is hardware support for binning and sorting to tiles, and then asking for fragment shader execution to be serialized within a tile works well. On other hardware, I expect the cost of serializing those invocations to be much higher.

    One reason we haven't done deep benchmarking on the Vello side is that our performance story is far from done. We know one current issue is the use of device atomics for aggregating bounding boxes. We have a prototype implementation [2] that uses monoids for segmented reduction. Additionally, we plan to do f16 math (which should be a major win especially on mobile), as well as using subgroups for various prefix sum steps (subgroups are in the process of landing in WebGPU[3]).

    Overall, I'm thrilled to see this released as open source, and that there's so much activity in fast GPU vector graphics rendering. I'd love to see a future in which CPU path rendering is seen as being behind the times, and this moves us closer to that future.

    [1]: https://dawn.googlesource.com/dawn/+/refs/heads/main/docs/da...

    [2]: https://github.com/linebender/vello/issues/259

    [3]: https://github.com/gpuweb/gpuweb/issues/4306

  • WebKit Switching to Skia for 2D Graphics Rendering
    6 projects | news.ycombinator.com | 20 Feb 2024
  • Looking for this. html + css rendering through wgpu.
    14 projects | /r/rust | 3 Jul 2023
    Dioxus is working on this with blitz. It's leveraging wgpu through the linebender group's Vello renderer. Still in early stages.
  • A note on Metal shader converter
    2 projects | news.ycombinator.com | 12 Jun 2023
    If you're doing advanced compute work (including lock-free data structures), then it's best effort.

    https://github.com/linebender/vello/issues/42 is an issue from when Vello (then piet-gpu) had a single-pass prefix sum algorithm. Looking back, I'm fairly confident that it's a shader translation issue and that it wouldn't work with MoltenVK either, but we stopped investigating when we moved to a more robustly portable approach.

  • Vello: An experimental WebGPU-based compute-centric 2D renderer in Rust
    1 project | news.ycombinator.com | 23 Apr 2023
  • XUL Layout has been removed from Firefox
    18 projects | news.ycombinator.com | 1 Apr 2023
    There are a number of up-and-coming Rust-based frameworks in this niche:

    - https://github.com/iced-rs/iced (probably the most usable today)

    - https://github.com/vizia/vizia

    - https://github.com/marc2332/freya

    - https://github.com/linebender/xilem (currently very incomplete but exciting because it's from a team with a strong track record)

    What is also exciting to me is that the Rust GUI ecosystem is in many cases building itself up with modular libraries. So while we have umpteen competing frameworks they are to a large degree all building and collaborating on the same foundations. For example, we have:

    - https://github.com/rust-windowing/winit (cross-platform window creation)

    - https://github.com/gfx-rs/wgpu (abstraction on top of vulkan/metal/dx12)

    - https://github.com/linebender/vello (a canvas like imperative drawing API on top of wgpu)

    - https://github.com/DioxusLabs/taffy (UI layout algorithms)

    - https://github.com/pop-os/cosmic-text (text rendering and editing)

    - https://github.com/AccessKit/accesskit (cross-platform accessibility APIs)

    In many cases there a see https://blessed.rs/crates#section-graphics-subsection-gui for a more complete list of frameworks and foundational libraries)

  • Drawing and Annotation in Rust
    1 project | /r/rust | 8 Mar 2023
    blessed.rs lists these three crates for 2D drawing: - https://lib.rs/crates/femtovg - https://lib.rs/crates/skia-safe - https://github.com/linebender/vello
  • Recommended UI framework to draw many 2D lines?
    5 projects | /r/rust | 6 Mar 2023
    Vello (https://github.com/linebender/vello) which uses wgpu to render Edit: just saw you require images. Vello doesn't support those yet
  • Announcing piet-glow, a GL-based implementation of Piet for 2D rendering
    3 projects | /r/rust | 6 Mar 2023
    How does this relate to Vello? Both target raw-window-handle for winit compatibility. Vello uses WGPU vs piet-glow using GL.
  • Is WGPU actually a good idea yet?
    1 project | /r/rust_gamedev | 1 Mar 2023
    Finally, maybe vello could help you with ideas. It's not production ready yet, but they have some interesting ideas for 2D rendering using wgpu.

compute-shader-101

Posts with mentions or reviews of compute-shader-101. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-10.
  • wgpu-rs resources for computing purposes only
    2 projects | /r/rust | 10 Mar 2023
    You might find compute shader 101 useful.
  • Vulkan terms vs. Direct3D 12 (aka DirectX 12) terms
    2 projects | /r/vulkan | 30 May 2022
  • WGPU setup and compute shader feedback - and Tutorial.
    2 projects | /r/rust | 16 Jan 2022
    Compute Shader 101 - Github, Video, Slideshow. additional resources at end of slide show.
  • Compute Shaders and Rust - looking for some guidance.
    3 projects | /r/rust | 15 Jan 2022
    Yes, compute-shader-101 is sample code + video + slides.
  • Prefix sum on portable compute shaders
    2 projects | news.ycombinator.com | 17 Nov 2021
    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/...

  • Compute shaders - where to learn more outside of unity
    2 projects | /r/gamedev | 31 Oct 2021
    googlefonts/compute-shader-101: Sample code for compute shader 101 training (github.com)
  • Vulkan Memory Allocator
    3 projects | news.ycombinator.com | 21 Jul 2021
    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/

  • Compute shader 101 (video and slides)
    2 projects | news.ycombinator.com | 4 Jun 2021
    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.

What are some alternatives?

When comparing vello and compute-shader-101 you can also consider the following projects:

nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.

rust-gpu - 🐉 Making Rust a first-class language and ecosystem for GPU shaders 🚧

msdfgen - Multi-channel signed distance field generator

raylib - A simple and easy-to-use library to enjoy videogames programming

Vrmac - Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.

emscripten - Emscripten: An LLVM-to-WebAssembly Compiler

troika - A JavaScript framework for interactive 3D and 2D visualizations

strange-attractors

tinyraytracer - A brief computer graphics / rendering course

gpgpu-rs - Simple experimental async GPGPU framework for Rust

gpuweb - Where the GPU for the Web work happens!

Vulkan-Guide - One stop shop for getting started with the Vulkan API