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Compute_rasterizer Alternatives
Similar projects and alternatives to compute_rasterizer
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webgpu-compute-rasterizer
A simple software rasterizer running on a WebGPU compute shader. Built for educational purposes.
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NOTE:
The number of mentions on this list indicates mentions on common posts plus user suggested alternatives.
Hence, a higher number means a better compute_rasterizer alternative or higher similarity.
compute_rasterizer reviews and mentions
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
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A note from our sponsor - InfluxDB
www.influxdata.com | 27 Apr 2024
Stats
Basic compute_rasterizer repo stats
9
617
0.0
about 1 year ago
m-schuetz/compute_rasterizer is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of compute_rasterizer is C++.
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