Working on STACK, HEAP and reference parameters today…
#pluspluspixel #cpp #c++ #programming #computergraphics #webgpu #raytracing
Working on STACK, HEAP and reference parameters today…
#pluspluspixel #cpp #c++ #programming #computergraphics #webgpu #raytracing
I had fun presenting an Introduction to WESL with @stefnotch and @k2d222!
slides here: https://docs.google.com/presentation/d/1C_M6ZkIWF-KznJuxoEP-28o5ZtenlXxcyLi0vKccMm8
WebGPU ってすげー! #webgpu
QT: WebGPU Clustered Forward Shading
https://github.com/toji/webgpu-clustered-shading
https://toji.github.io/webgpu-clustered-shading/
Working on the next video in my fun C++ intro series! Today, I’m trying to break down how C++ compilation works in the simplest way possible—clear visuals, no fluff, just straight-to-the-point explanations.
If you're interested in 3D on the web and in the bay area next week for GDC/GTC or just live there, come by the meetup on Wednesday https://www.khronos.org/events/3d-on-the-web-2025 ! There's a good line up of talks, I'll be talking about bringing scivis to the web w/ #WebGL / #WebGPU / #WASM
Next week in San Francisco, come join us for 3D on the Web, a special event gathering the brightest minds in #glTF, #WebGL, #WebGPU and #Slang!
See agenda and register: https://www.khronos.org/events/3d-on-the-web-2025
WebGPU/WebXR integration is ready for developers to start testing in Chrome canary! Available on Windows and Android with a couple of small example pages to get you started.
Please give it a try, file bugs, and give us feedback!
https://toji.dev/2025/03/03/experimenting-with-webgpu-in-webxr.html
First render after rewriting my toy engine from Vulkan to #WebGPU. And I'm awestruck, again.
It's upside down, GUI is missing, shadow map is buggy. But it's not a black screen. In fact, most things work well on the first render.
When I wrote 3D in C++, black screens and crashes were quite common. C++ tells you how you _can_ use an API, but #rust tells you how you _should_. And the validation checks of both #wgpu and #vulkano are awesome.
Pushed a minor update to WebGPU Shader toy to automatically pause the clock when switching tab
When matsuoka-601 dropped his WebGPU fluid simulation demos, they left everyone in awe—pushing the limits of what's possible in the browser with breathtaking realism and incredible performance.
Now, he's been kind enough to take us behind the scenes, breaking down the magic behind the mesmerizing waves, high-performance physics, and real-time rendering!
Read it here: https://tympanus.net/codrops/2025/02/26/webgpu-fluid-simulations-high-performance-real-time-rendering/
In the latest #WasmAssembly podcast episode, I host @Mendy and Sean Isom from renderlet who caught me up on the wasi-gfx proposal for #Wasm that they are championing for connecting the worlds of #WebAssembly and #WebGPU.
https://www.youtube.com/watch?v=PpYbizur5xA
https://wasmassembly.libsyn.com/webgpu-and-wasi-gfx-with-renderlet
image-palette-webgpu is a tiny zero-dependency browser JS library by Ivan Ludvig Tereshko and me that extracts dominant colors from images with various algorithms using WebGPU API.
NPM: https://npmjs.com/package/image-palette-webgpu
GitHub: https://github.com/IvanLudvig/image-palette-webgpu
Live demo: https://ivanludvig.dev/image-palette-webgpu/
There are plans to add tests and benchmarks as well.
When your light probes are working pretty well, but blending between them is not.
I've been going down this side project road of wanting to make a #WGSL shader debugger to integrate into my #WebGPU Inspector tool (https://chromewebstore.google.com/detail/webgpu-inspector/holcbbnljhkpkjkhgkagjkhhpeochfal).
I'm making some progress! The "first triangle" of unpolished, incomplete WGSL debugging! The rest should be easy, right?
had to debug a vertex buffer today and I found that setting the descriptor to point-list instead of triangle-list was incredibly useful. it showed I had a few extra points plotted out that didn't make a full tri.
in #WebGPU the point is only 1px large so it can be hard to see, but better than nothing for sure.