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Back to gpuweb/gpuweb

Open-source alternatives to Gpuweb

30 open-source projects similar to gpuweb/gpuweb, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Gpuweb alternative.

  • gfx-rs/wgpugfx-rs 的头像

    gfx-rs/wgpu

    17,382在 GitHub 上查看↗

    This project is a cross-platform graphics and compute framework that provides a unified, hardware-agnostic abstraction layer for rendering and parallel processing. It enables developers to build high-performance applications that execute consistently across diverse operating systems and hardware backends, including Vulkan, Metal, and DirectX. By mapping high-level graphics commands to native APIs, it serves as a portable foundation for both real-time 3D rendering and general-purpose GPU computing. The framework distinguishes itself through a robust architecture that supports both native deskt

    Rustd3d12gpuhacktoberfest
    在 GitHub 上查看↗17,382
  • answerdotai/gpu.cppAnswerDotAI 的头像

    AnswerDotAI/gpu.cpp

    3,981在 GitHub 上查看↗

    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

    C++
    在 GitHub 上查看↗3,981
  • software-mansion/typegpusoftware-mansion 的头像

    software-mansion/TypeGPU

    2,564在 GitHub 上查看↗

    TypeGPU is a tool for type-safe WebGPU development that enables writing shaders in TypeScript. It translates high-level TypeScript function definitions and structures into WebGPU Shading Language source code to automate shader generation and validate logic using a type system. The project provides a mechanism for cross-library GPU interoperability by sharing typed buffers without copying data to system memory. It also integrates the Model Context Protocol to allow AI agents to inspect generated shader code and diagnose runtime errors. The system manages WebGPU resource mapping through typed

    TypeScriptgpgpugpugpu-computing
    在 GitHub 上查看↗2,564

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  • orillusion/orillusionOrillusion 的头像

    Orillusion/orillusion

    5,188在 GitHub 上查看↗

    Orillusion is a WebGPU 3D rendering engine designed for high-fidelity scenes and visual effects in the browser. It functions as a GPU compute framework for parallel mathematical operations and a physically-based rendering graphics pipeline for realistic materials and surfaces. The system also includes a web-based 3D animation toolkit for driving skeletal animations and interpolating vertex positions. The engine is distinguished by its use of an entity component system for scene logic and a macro-based shader generation system that creates multiple shader variants. It optimizes performance thr

    TypeScript3dgraphicshtml5
    在 GitHub 上查看↗5,188
  • overv/vulkantutorialOverv 的头像

    Overv/VulkanTutorial

    3,675在 GitHub 上查看↗

    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

    C++computer-graphicscppgraphics-programming
    在 GitHub 上查看↗3,675
  • confettifx/the-forgeConfettiFX 的头像

    ConfettiFX/The-Forge

    5,575在 GitHub 上查看↗

    The Forge is a low-level toolkit for building high-performance graphics engines and applications across desktop, mobile, and console platforms. It provides a cross-platform engine framework and a dedicated shader compiler that translates a single source into target-specific languages for various graphics APIs and hardware. The project includes a GPU memory and resource manager that utilizes unified root signatures for resource binding, alongside a ray tracing rendering pipeline that implements hardware-accelerated ray and path tracing queries. State management is handled through a high-perfor

    C++
    在 GitHub 上查看↗5,575
  • nvidia/cuda-samplesNVIDIA 的头像

    NVIDIA/cuda-samples

    9,319在 GitHub 上查看↗

    This repository is a collection of reference implementations and programming examples for the CUDA Toolkit. It serves as a GPGPU implementation guide and a parallel computing reference, providing code for using graphics hardware to perform general-purpose calculations and high-performance parallel processing. The project provides specific samples for GPU kernel development and resource management. These include demonstrations of multi-GPU communication, peer-to-peer memory access, and system hardware inspection to coordinate distributed GPU resources. The codebase covers a wide range of capa

    C++cudacuda-driver-apicuda-kernels
    在 GitHub 上查看↗9,319
  • amandaghassaei/gpu-ioamandaghassaei 的头像

    amandaghassaei/gpu-io

    1,472在 GitHub 上查看↗

    This library is a web-based framework designed for general-purpose parallel processing and high-performance computation on graphics hardware. It provides a toolkit for executing complex mathematical operations, physics simulations, and procedural visualizations directly within the browser by leveraging the graphics processor for data-intensive tasks. The framework distinguishes itself through automated shader management, which ensures consistent execution across diverse hardware and browser environments. It achieves this by transpiling modern shader syntax into legacy versions and automatical

    TypeScriptcanvasglslgpgpu
    在 GitHub 上查看↗1,472
  • tile-ai/tilelangtile-ai 的头像

    tile-ai/tilelang

    5,226在 GitHub 上查看↗

    TileLang is a Python-embedded domain-specific language compiler that JIT-compiles and autotunes GPU kernels. It uses a tile-based DSL, automatic software pipelining, and parallel autotuning to generate optimized GPU kernels at runtime. It supports tensor core operations with Pythonic syntax, automatic memory management, and thread mapping. The compiler searches over tile sizes, thread counts, and scheduling policies, compiling and benchmarking candidates in parallel to find the fastest kernel. It also caches compiled binaries and tuning results to disk for reuse across sessions. TileLang inc

    Python
    在 GitHub 上查看↗5,226
  • scottplot/scottplotScottPlot 的头像

    ScottPlot/ScottPlot

    6,417在 GitHub 上查看↗

    ScottPlot is a cross-platform, high-performance charting library for .NET that renders interactive plots across desktop and web GUI frameworks including Windows Forms, WPF, MAUI, Avalonia, Blazor, and WinUI. It provides an optimized rendering engine capable of displaying millions of data points with interactive pan, zoom, and live data streaming, while also supporting image export to formats like PNG and SVG for file output, cloud applications, and notebooks. The library distinguishes itself through a comprehensive set of chart types including scatter, line, bar, pie, heatmap, financial, rada

    C#chartchartingcharts
    在 GitHub 上查看↗6,417
  • gfx-rs/gfxgfx-rs 的头像

    gfx-rs/gfx

    5,398在 GitHub 上查看↗

    gfx is a hardware-agnostic graphics API abstraction that translates a unified set of graphics and compute commands into native instructions for multiple GPU drivers. It provides a common interface for cross-platform rendering and general-purpose GPU compute programming. The project features an intermediate-representation shader translation system that converts source code and SPIR-V into target-specific languages. It employs a data-driven reference test framework to verify that graphics output remains consistent across different hardware platforms. Capabilities include parallel command buffe

    Rustdx11dx12gfx
    在 GitHub 上查看↗5,398
  • mikke89/rmluimikke89 的头像

    mikke89/RmlUi

    4,178在 GitHub 上查看↗

    RmlUi is a cross-platform UI renderer and middleware library that enables the creation of user interfaces using a subset of HTML and CSS. It functions as a rendering-agnostic layer designed to integrate web-standard layout and styling into custom game engines and embedded applications. The framework is distinguished by its integration of Lua for dynamic logic and control, as well as a specialized toolkit for rendering SVG images and Lottie animations. It utilizes a pluggable rendering backend that decouples geometry generation from the final display, allowing it to generate textured geometry

    C++
    在 GitHub 上查看↗4,178
  • iree-org/ireeiree-org 的头像

    iree-org/iree

    3,819在 GitHub 上查看↗

    IREE is an MLIR-based compiler toolchain and runtime designed to translate machine learning models from various frameworks into optimized binaries for execution across diverse hardware targets. It provides a unified pipeline to ingest models from PyTorch, TensorFlow, JAX, and ONNX, lowering them into a common intermediate representation for deployment on CPUs, GPUs, and bare-metal embedded systems. The project distinguishes itself through a bytecode virtual machine and a hardware abstraction layer that decouple high-level model logic from specific hardware instruction sets. It supports sophis

    C++compilercudajax
    在 GitHub 上查看↗3,819
  • juliagpu/cuda.jlJuliaGPU 的头像

    JuliaGPU/CUDA.jl

    1,409在 GitHub 上查看↗

    CUDA.jl provides a programming interface for executing custom kernels and performing parallel array computing directly on NVIDIA graphics hardware using the Julia language. It serves as a framework for compiling and scheduling user-defined functions across multiple processing cores, enabling high-performance data processing and task synchronization. The library distinguishes itself through a custom compiler backend that translates high-level language functions into hardware-specific machine code. It manages complex hardware interactions through asynchronous stream scheduling, unified memory m

    Juliacudagpuhacktoberfest
    在 GitHub 上查看↗1,409
  • nannou-org/nannounannou-org 的头像

    nannou-org/nannou

    6,707在 GitHub 上查看↗

    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

    Rustcreative-coding
    在 GitHub 上查看↗6,707
  • patriciogonzalezvivo/thebookofshaderspatriciogonzalezvivo 的头像

    patriciogonzalezvivo/thebookofshaders

    6,931在 GitHub 上查看↗

    The Book of Shaders is an interactive educational guide and curriculum for learning GLSL fragment shader programming to create procedural graphics and visual effects. It provides a structured learning path and a categorized reference guide for data types, built-in functions, and mathematical operations used in shader development. The project features a web-based shader sandbox and interactive editor that allows for real-time iteration and visualization of GLSL code. Users can experiment with procedural art and share their results via unique URLs. The curriculum covers a wide range of graphic

    GLSL
    在 GitHub 上查看↗6,931
  • antimatter15/splatantimatter15 的头像

    antimatter15/splat

    2,890在 GitHub 上查看↗

    Splat is a browser-based 3D Gaussian splatting viewer that renders photorealistic scenes from photographs directly in a web browser. It uses WebGL 2.0 compute shaders to perform per-splat sorting and alpha blending on the GPU, enabling real-time display of millions of semi-transparent ellipsoids. The application also functions as a drag-and-drop converter that transforms .ply files from 3D Gaussian splatting software into the optimized .splat format for web rendering. The viewer provides full camera navigation through keyboard, mouse, and touch gestures, and includes a camera view manager tha

    JavaScript
    在 GitHub 上查看↗2,890
  • microsoft/directx-graphics-samplesMicrosoft 的头像

    Microsoft/DirectX-Graphics-Samples

    6,762在 GitHub 上查看↗

    This project is a collection of reference implementations and technical guides for building high-performance 3D applications and graphics experiments on Windows. It provides a library of samples covering the implementation of GPU compute frameworks, raytracing reference models, and shader optimization techniques. The repository includes specific demonstrations for modeling physical light behavior to create reflections and lighting effects, as well as tools for analyzing memory dumps and tracking real-time execution metrics on graphics hardware. It further provides guidance on managing shader

    C++
    在 GitHub 上查看↗6,762
  • linebender/vellolinebender 的头像

    linebender/vello

    4,120在 GitHub 上查看↗

    Vello is a cross-platform graphics library and GPU-accelerated 2D vector renderer. It functions as an engine for drawing high-performance 2D scenes, rendering scalable vector graphics files, and playing Lottie animations. The project utilizes GPU compute shaders for rasterization and stores vector geometry in a GPU-resident scene graph to minimize data transfer. It employs a tiled rendering architecture and parallelized path rendering to process complex imagery across diverse graphics APIs. The library provides hardware-accelerated compositing and enables the output of rendered 2D visual dat

    Rust
    在 GitHub 上查看↗4,120
  • chrxh/alienchrxh 的头像

    chrxh/alien

    5,354在 GitHub 上查看↗

    Evolve is an evolution-based organism designer and GPU-accelerated artificial life simulator that combines interactive particle physics with a real-time simulation editor. At its core, it runs genetic algorithm evolution on self-replicating graph structures to evolve digital organisms, offloading particle physics, neural networks, and rendering entirely to the GPU through a compute shader pipeline for real-time performance. The project distinguishes itself with graph-based organism design that uses a directed graph editor to visually define organism structure, connections, and neural controll

    C++agent-based-simulationartificial-lifecuda
    在 GitHub 上查看↗5,354
  • dfranx/shadereddfranx 的头像

    dfranx/SHADERed

    4,765在 GitHub 上查看↗

    SHADERed is a cross-platform shader development environment and debugger used for authoring vertex, pixel, and compute shaders. It functions as an integrated editor for writing and compiling shader code while providing live visual previews and the ability to configure render pipeline states. The tool features a GLSL shader debugger that enables line-by-line execution with breakpoints and variable watches to resolve visual logic errors. It includes a shader asset manager for importing 3D models and textures as data inputs and supports an extensible plugin system to integrate new languages and

    C++
    在 GitHub 上查看↗4,765
  • mrdoob/three.jsmrdoob 的头像

    mrdoob/three.js

    113,086在 GitHub 上查看↗

    This project is a high-level 3D graphics engine designed to render complex, hardware-accelerated environments within web browsers. It provides a comprehensive abstraction layer that manages scene graphs, cameras, and lighting, mapping high-level scene definitions onto low-level graphics APIs. By decoupling these definitions from specific hardware targets, the engine ensures consistent performance across diverse browsers and devices. The framework distinguishes itself through a robust architecture that includes a unified math library for high-frequency spatial calculations and a physically bas

    JavaScript3daugmented-realitycanvas
    在 GitHub 上查看↗113,086
  • chartjs/chart.jschartjs 的头像

    chartjs/Chart.js

    67,526在 GitHub 上查看↗

    Chart.js is a declarative data visualization framework that renders interactive, responsive charts directly onto an HTML5 canvas element. It functions as a configuration-driven engine, transforming structured datasets into complex graphical representations by merging user-defined settings with global defaults. The library utilizes a high-performance rendering pipeline that executes drawing commands during each animation frame to maintain smooth visual feedback. The project distinguishes itself through a modular, extensible architecture that allows developers to register custom scales, control

    JavaScriptcanvaschartgraph
    在 GitHub 上查看↗67,526
  • ambientrun/ambientAmbientRun 的头像

    AmbientRun/Ambient

    3,902在 GitHub 上查看↗

    Ambient is a cross-platform multiplayer game engine and runtime environment developed in Rust. It provides a system for building and deploying high-performance games that run across web browsers and desktop platforms using WebAssembly and WebGPU. The project features a networked database that automatically replicates real-time state and components between servers and players. It utilizes WebAssembly sandboxes to isolate game logic, which prevents individual script crashes and allows for the secure execution of untrusted code. The framework includes a graphics system for high-fidelity 3D visu

    Rust
    在 GitHub 上查看↗3,902
  • lwjgl/lwjgl3LWJGL 的头像

    LWJGL/lwjgl3

    5,269在 GitHub 上查看↗

    LWJGL is a cross-platform library that provides Java bindings to native APIs for graphics, audio, compute, windowing, and input. It enables Java applications to access low-level hardware-accelerated capabilities such as OpenGL and Vulkan rendering, OpenAL 3D audio, OpenCL GPU compute, and GLFW windowing and input handling. Under the hood, LWJGL dynamically resolves native function pointers at runtime, loads platform-specific shared libraries, and uses generated JNI bindings to bridge Java and native code. It offers explicit memory management through direct buffer access and stack-allocated me

    Javabindingsfmodfreetype
    在 GitHub 上查看↗5,269
  • mozilla/gecko-devmozilla 的头像

    mozilla/gecko-dev

    3,691在 GitHub 上查看↗

    Gecko-dev is a web browser engine and cross-platform browser framework. It serves as a foundational system for rendering web content and executing JavaScript, providing a complete layout and rendering pipeline to transform web markup into visual pixels. The project is distinguished by a specialized browser UI toolkit that uses XML-based languages and custom widgets to build cross-platform windows and menus. It incorporates unique development bridges, including design-to-code linking and a standardized protocol for AI-driven browser control and automated verification. Its broader capabilities

    JavaScript
    在 GitHub 上查看↗3,691
  • intel/compute-runtimeintel 的头像

    intel/compute-runtime

    1,408在 GitHub 上查看↗

    The compute runtime is a software layer that provides unified interfaces for parallel processing, kernel execution, and hardware-specific driver communication. It functions as a driver for OpenCL and OneAPI Level Zero, enabling the execution of data-intensive workloads across diverse graphics hardware architectures. The project distinguishes itself by maintaining consistent performance and compatibility across multiple generations of graphics hardware. It achieves this through a hardware abstraction layer that bridges high-level compute instructions with specific silicon capabilities, alongsi

    C++computegpgpugpu
    在 GitHub 上查看↗1,408
  • khronosgroup/vulkan-hppKhronosGroup 的头像

    KhronosGroup/Vulkan-Hpp

    3,633在 GitHub 上查看↗

    Vulkan-Hpp is a header-only C++ binding library for the Vulkan graphics and compute API. It provides a type-safe wrapper around the Vulkan C API, allowing developers to interface with GPU hardware through a C++ interface that introduces no runtime CPU overhead. The library utilizes Resource Acquisition Is Initialization patterns to manage the lifecycle of Vulkan handles and objects, automating the release of GPU resources. It replaces C-style enumerations and bit-fields with strong typing and static type checking to catch invalid API parameter assignments during compilation. The project cove

    C++cppvulkan
    在 GitHub 上查看↗3,633
  • regl-project/reglregl-project 的头像

    regl-project/regl

    5,528在 GitHub 上查看↗

    regl is a declarative WebGL library that manages graphics state and GPU resources through functional commands instead of manual binding and state tracking. It provides a command-based drawing abstraction where shaders, attributes, and render state are encapsulated into reusable, compiled functions that can be executed efficiently. What sets regl apart is its scoped state inheritance system, which allows nested drawing commands to inherit and override render state from parent scopes for organized rendering. The library automatically recovers from GPU context loss by restoring buffer and textur

    JavaScriptjavascriptreglwebgl
    在 GitHub 上查看↗5,528
  • rust-gpu/rust-cudaRust-GPU 的头像

    Rust-GPU/rust-cuda

    5,245在 GitHub 上查看↗

    rust-cuda is a GPU programming framework and device compiler that allows for the development and execution of high-performance kernels on NVIDIA hardware using Rust. It provides a driver wrapper to manage device memory allocation and kernel launching, effectively serving as a system for writing GPU compute logic without relying on C++. The project includes a compute library with hardware-optimized primitives for neural network acceleration and hardware-accelerated raytracing. It utilizes a compilation toolchain that translates source code into a low-level intermediate representation for execu

    Rustcudacuda-kernelscuda-programming
    在 GitHub 上查看↗5,245