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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! 🚀
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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.
Yeah, basically. You create a WriteableBitmap in memory, draw to it, and assign it as the image source to your control. They have sample code there and a handful of example projects included in the repository: https://github.com/reneschulte/WriteableBitmapEx/tree/master/Solution
Shameless plug, but if you're looking for a way to render arbitrary pixels to the screen very fast without using Unity, you might look at my ComputeSharp project. You can use it to easily write compute/pixel shaders in C#, and then render them with a swap chain, and the library does all the heavy lifting with DirectX 12 APIs for you. I know at least a couple other folks that are playing around with this to build a custom raytracer too 😄
Related posts
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What library to code a Screensaver?
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GitHub - ComputeSharp: A .NET library to run C# code on the GPU through DX12 (Not Godot)
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Announcing ComputeSharp 2.0 — run C# on the GPU with ease through DirectX 12 and D2D1!
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Do you use any type of code generation tools?
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Godot 4 + Compute Shaders, chi li usa? ecco cosa ci ho fatto!