6 repositorios
The process of authoring general-purpose GPU compute kernels for parallel data processing.
Distinct from Custom Shader Programming: Distinct from Custom Shader Programming: focuses on general-purpose compute kernels (GPGPU) rather than the graphics rendering pipeline.
Explore 6 awesome GitHub repositories matching graphics & multimedia · Compute Shader Programming. Refine with filters or upvote what's useful.
Rust-GPU is a compiler and toolchain that translates Rust source code into SPIR-V bytecode for execution on graphics and compute hardware. It provides a development environment for writing parallel compute kernels and graphics shaders using a custom LLVM backend that maps high-level language constructs to GPU-compatible memory layouts and instructions. The project enables cross-platform shader development, allowing the same Rust code to run across different GPU hardware and graphics APIs via the SPIR-V intermediate representation. It specifically supports the creation of general-purpose compu
Supports writing general-purpose GPU compute kernels in Rust for parallel data processing workloads.
Nannou is a creative coding framework for Rust designed for building interactive visual and audio sketches. It provides a loop-based API with hardware-accelerated 2D and 3D rendering, serving as a toolkit for generative art production and multimedia installation design. The framework is distinguished by its comprehensive hardware communication interface, which bridges software with physical devices via MIDI, OSC, DMX, serial, and laser DAC protocols. It also includes specialized projection mapping tools for warping visual output to fit non-standard physical surfaces and a dedicated GPU shader
Allows the definition of custom materials and compute shaders for specialized visual effects.
ogl es una librería de gráficos WebGL y un motor de grafo de escena 3D diseñado para renderizar escenas tridimensionales. Proporciona un framework ligero para gestionar geometrías y coordinar transformaciones espaciales dentro de un sistema jerárquico. El proyecto incluye un sistema de sombreadores (shaders) PBR para crear materiales realistas y un framework de computación GPGPU para realizar cálculos de propósito general a gran escala y simulaciones de partículas en el procesador gráfico. También cuenta con una suite de post-procesamiento para aplicar filtros visuales a las escenas renderizadas mediante buffers de fotogramas. La librería cubre capacidades más amplias, incluyendo operaciones matemáticas 3D, la importación y animación de activos 3D, y la interacción del usuario mediante raycasting y controles de cámara.
Provides a framework for authoring GPGPU compute kernels to drive large-scale particle systems and physics simulations.
gpu.cpp is a lightweight C++ library for executing low-level general-purpose GPU computation across different hardware vendors and operating systems. It functions as a portable GPU wrapper, kernel orchestrator, and tensor management system using the WebGPU specification to abstract device initialization, buffer transfers, and compute shader dispatching. The library provides a framework for defining compute kernels from shader code and managing their asynchronous dispatch and synchronization. It enables the execution of cross-platform compute shaders and the orchestration of GPU tasks through
Enables the execution of general-purpose compute kernels across different hardware vendors and operating systems.
VulkanTutorial is a comprehensive educational guide and instructional resource for implementing low-level rendering and compute pipelines using the Vulkan API. It serves as a GPU programming course and a step-by-step guide for building high-performance graphics applications from scratch. The project provides detailed instruction on the full graphics pipeline, including the compilation of shaders to SPIR-V bytecode, the configuration of rasterization states, and the implementation of 3D graphics pipelines. It also covers general-purpose GPU compute programming, focusing on the execution of par
Teaches the process of authoring general-purpose GPU compute kernels for parallel data processing.
This project is a procedural content generation framework and three-dimensional mesh generation library designed for the Unity game engine. It provides a system for automating the creation of complex landscapes and natural environments by programmatically constructing geometric terrain surfaces and heightmaps. The generator utilizes layered noise functions to calculate elevation values, which are then translated into terrain geometry. To maintain performance during real-time rendering, the system employs chunk-based mesh generation and dynamic level-of-detail management, which adjusts geometr
Implements general-purpose GPU compute kernels to handle complex vertex transformations and terrain shading efficiently.