webgpu-compute-rasterizer
taro
webgpu-compute-rasterizer | taro | |
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7 | 6 | |
228 | 690 | |
- | - | |
0.0 | 1.1 | |
about 1 year ago | about 1 year ago | |
JavaScript | JavaScript | |
MIT License | MIT License |
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webgpu-compute-rasterizer
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Building a Compute Bezier Quad Rasterizer with WebGPU
OmarShehata How to Build a Compute Rasterizer with WebGPU https://github.com/OmarShehata/webgpu-compute-rasterizer/blob/main/how-to-build-a-compute-rasterizer.md Clearly I am not good enough with WebGpu to do it. Anyone interested?
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I want the a fragment shader to run but I don't need color/depth/stencil targets
Thank you, possibly, but ideally I would not want to write the dispatch logic myself because I would not know how to dispatch "triangles". I know that it can be done (see https://github.com/OmarShehata/webgpu-compute-rasterizer/blob/main/how-to-build-a-compute-rasterizer.md) but the thing is, I am fine with pretty much everything that a render pipeline would do for me; attribute setup, primitive assembly, interpolation, scanline conversion... I just don't want to write to a target.
- How to Build a Compute Rasterizer with WebGPU
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How to build a compute rasterizer with WebGPU
I would be curious to benchmark an equivalent traditional renderer and be able to toggle back and forth on the web page just out of curiosity, I have an issue here on GitHub if anyone is interested in exploring that: https://github.com/OmarShehata/webgpu-compute-rasterizer/issues/1
- How to build a compute-based rasterizer with WebGPU
taro
What are some alternatives?
compute_rasterizer - Rendering Point Clouds with Compute Shaders
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matter-js - a 2D rigid body physics engine for the web ▲● ■
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