6 dépôts
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.
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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 est une bibliothèque graphique WebGL et un moteur de graphe de scène 3D conçu pour le rendu de scènes tridimensionnelles. Il fournit un framework léger pour gérer les géométries et coordonner les transformations spatiales au sein d'un système hiérarchique. Le projet inclut un système de shader PBR pour créer des matériaux réalistes et un framework de calcul GPGPU pour effectuer des calculs généraux à grande échelle et des simulations de particules sur le processeur graphique. Il dispose également d'une suite de post-traitement pour appliquer des filtres visuels aux scènes rendues via des tampons de trame (frame buffers). La bibliothèque couvre des capacités plus larges incluant les opérations mathématiques 3D, l'importation et l'animation d'actifs 3D, ainsi que l'interaction utilisateur via le raycasting et les contrôles de caméra.
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.