-
ComputeSharp
A .NET library to run C# code in parallel on the GPU through DX12, D2D1, and dynamically generated HLSL compute and pixel shaders, with the goal of making GPU computing easy to use for all .NET developers! 🚀
-
InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
I have some more samples in the other folders, and I will also include some snippets in the updated docs (need to finish writing them and include them in the dev branch). Here's a couple examples:
Super simple, complete examples of a shader that just multiplies all items in a buffer by 2: https://github.com/Sergio0694/ComputeSharp/blob/dev/samples/...
Simple naive matrix-multiply-add shader: https://github.com/Sergio0694/ComputeSharp/blob/ada133aacd29...
Let me know if those help, and feel free to ping me on GitHub or in the C# Discord server if you have any issues!
Another project is ShaderGen [0] which enables writing C# that can run on the GPU as well as on the CPU.
And there is a practical example implementing raytracing [1].
[0] https://github.com/mellinoe/shadergen
[1] https://github.com/mellinoe/veldrid-raytracer
If you want less overhead, pre-compiled GPU kernel code, and a simple input/output interface for GPU computation. I wrote a similar, but arguably lighter weight solution here:
https://github.com/nick-funk/radium
To boot, it uses Cloo, so OpenCL if that's what you like.
Related posts
-
C# and GPU programming
-
What library should I use to make basic 2D graphics which is simple to use and that is able to quickly draw a bunch of particles (circles) on the screen with updating positions every frame? (Not the best description ever. I explain it better in the post's text)
-
How can i build a graphic engine in C#?
-
Building the DirectX shader compiler better than Microsoft?
-
Show HN: SalamiVG, an SVG framework for generative art and creative coding