webgpu-compute-rasterizer
A simple software rasterizer running on a WebGPU compute shader. Built for educational purposes. (by OmarShehata)
compute_rasterizer
Rendering Point Clouds with Compute Shaders (by m-schuetz)
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webgpu-compute-rasterizer | compute_rasterizer | |
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7 | 9 | |
228 | 639 | |
- | - | |
0.0 | 0.0 | |
about 1 year ago | over 1 year ago | |
JavaScript | C++ | |
MIT License | GNU General Public License v3.0 or later |
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.
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.
webgpu-compute-rasterizer
Posts with mentions or reviews of webgpu-compute-rasterizer.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-27.
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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
compute_rasterizer
Posts with mentions or reviews of compute_rasterizer.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-11-22.
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Performance of GL_POINTS vs compute shader for 1x1 quads
Compute rasterization has the potential to be faster if you do it correctly but unless you're drawing a lot of points (hundreds of millions or even billions) just use GL_POINTS.
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I want to draw the maximum GL_POINTS my computer can
Write the application first and find out; you're not going to be bottlenecked by the GPU for a very long time, as even several hundred bodies will become a major CPU bottleneck until you implement some acceleration structures. If you do get to the point of being able to simulate more bodies than you can render (for what it's worth, I've never gotten close even with a 2-body approximation), you can explicitly double-buffer your application or look into persistent mapping. Beyond that, you can actually achieve faster point rendering by writing your own compute-based point cloud rasterizer, but obviously this is not something to take on lightly.
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Vulkan overkill for my task?
If you find traditional OpenGL techniques too slow, you can gain a 10-100 fold speedup by using compute shaders to manually rasterize your point cloud: https://github.com/m-schuetz/compute_rasterizer
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Could software rasterisation be faster than hardware
Another example: https://github.com/m-schuetz/compute_rasterizer
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How to build a compute rasterizer with WebGPU
well said! I think UE5 does use compute shaders for very small triangles. The other use case I know of is rendering dense point clouds (with more than 100 million points in the scene, see: https://github.com/m-schuetz/compute_rasterizer)
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Point Cloud Rendering from LIDAR data
This is beyond your needs right now (you should take care of the basic first), but you might be interested in this. Turns out, a compute shader can rasterize big point clouds way more efficiently than using GL_POINTS, but don't look into that until you've identified a performance issue first.
- Rendering 796M points (12.7GB) in real time with compute shaders
- Rendering Point Clouds with Compute Shaders and Vertex Order Optimization
- Compute shader point cloud rendering
What are some alternatives?
When comparing webgpu-compute-rasterizer and compute_rasterizer you can also consider the following projects:
orillusion - Orillusion is a pure Web3D rendering engine which is fully developed based on the WebGPU standard.
VK-GL-CTS - Khronos Vulkan, OpenGL, and OpenGL ES Conformance Tests
three.js - JavaScript 3D Library.
engine - Fast and lightweight JavaScript game engine built on WebGL and glTF
taro - A lightweight 3D game engine for the web.
gpuweb - Where the GPU for the Web work happens!