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Top 18 Rust Webgpu Projects
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Project mention: How do I become a graphics programmer? – A guide from AMD Game Engineering team | news.ycombinator.com | 2023-11-22
wgpu, the Rust WebGPU implementation is the bee's knees. https://wgpu.rs/ You can use it beyond the web.
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burn
Burn is a new comprehensive dynamic Deep Learning Framework built using Rust with extreme flexibility, compute efficiency and portability as its primary goals.
Project mention: Burn – comprehensive dynamic Deep Learning Framework built using Rust | news.ycombinator.com | 2023-11-23 -
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wonnx
A WebGPU-accelerated ONNX inference run-time written 100% in Rust, ready for native and the web
Project mention: VkFFT: Vulkan/CUDA/Hip/OpenCL/Level Zero/Metal Fast Fourier Transform Library | news.ycombinator.com | 2023-08-02To a first approximation, Kompute[1] is that. It doesn't seem to be catching on, I'm seeing more buzz around WebGPU solutions, including wonnx[2] and more hand-rolled approaches, and IREE[3], the latter of which has a Vulkan back-end.
[1]: https://kompute.cc/
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Project mention: Terra Firma, a playable erosion simulation (Free, Works on Proton) | /r/linux_gaming | 2023-01-17
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InfluxDB
Collect and Analyze Billions of Data Points in Real Time. Manage all types of time series data in a single, purpose-built database. Run at any scale in any environment in the cloud, on-premises, or at the edge.
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Project mention: The Icculus Microgrant is giving out 250 dollar grants to open source projects, please brag about your project(s) in this thread so I can see them! | /r/programming | 2023-03-03
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Project mention: Pixel shader format WGS is released and can be deployed on both native and Web | /r/shaders | 2023-06-21
There is a desktop application WgShadertoy helps you write wgs files.
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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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I also have a similar project that's not done yet - renderling.
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Rust Webgpu related posts
- There is anything like wgpu.rs for Zig?
- Show HN: Ambient, a multiplayer game engine and platform using WASM/WebGPU/Rust
- An Introduction to Shader Art Coding
- Wgpu: Portable Graphics Library for Rust
- How a Nerdsnipe Led to a Fast Implementation of Game of Life
- WebGPU with C++ ?
- WGPU: How to use map_async with WASM?
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Index
What are some of the best open-source Webgpu projects in Rust? This list will help you:
Project | Stars | |
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1 | wgpu | 9,364 |
2 | burn | 4,793 |
3 | wonnx | 1,273 |
4 | sandbox | 285 |
5 | wgpu-in-app | 188 |
6 | foxtrot | 187 |
7 | nbody-wasm-sim | 151 |
8 | INOX | 76 |
9 | wgshadertoy | 61 |
10 | contrast_renderer | 55 |
11 | rendiation | 51 |
12 | voidin | 41 |
13 | renderling | 23 |
14 | silicate | 17 |
15 | shader-art-rs | 9 |
16 | golrs | 5 |
17 | meshweaver | 3 |
18 | LearningWGPU | 2 |