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#webgpu

3 posts3 participants0 posts today

@tojiro question, is it legal now to use a pointer without the (*myptr).prop in #webgpu

yesterday I did:

let myptr = &myarray[0];

and then accidentally didn't add the de-reference:

myptr.prop = val;

and it worked.

Tested it in another already working demo and it also worked, no errors

Continued thread

I created a few diagrams to illustrate the renderer's architecture and clearly emphasize which #WebGPU APIs are used where.

This is a Mesh class we create, which includes a reference to Geometry and Material classes as as properties. Basically, each mesh contains geometry with a 3D object to render, and a material to style the object.

As I’ve been building a 3D renderer with #WebGPU, once you get past the fundamentals, I noticed it becomes harder to find guidance. There's plenty of beginner tutorials, but few cover how to put all the pieces together.

So I wrote a blog where I break down the minimal architecture I created, as well as covering basic #3D terminology like Geometry and Materials.

whoisryosuke.com/blog/2025/str

whoisryosuke.comThe Structure of a WebGPU RendererThe blog and portfolio of Ryosuke Hana
Continued thread

Here's an example of me using the #WebGPU renderer to animate a 3D piano with MIDI keyboard input.

The piano is one of my #3D models I created in Blender and exported as OBJ. They're animated by updating the mesh's position in 3D space based on #MIDI input.

As always, this is open source on my #GitHub.

Anyone want to test out small #webgpu page where I'm investigating performance of rendering many points, using regular GPU vs a compute shader?

Here: aras-p.info/files/temp/webgpu/

I'd like to know: the GPU times for each of 5 buttons, with and without the compute shader checkbox, as well as the GPU model it was running on. I have my own numbers at the bottom of the page.

[upd: thanks everyone! already got data from 30 GPUs, that will do :)]

aras-p.infoWebGPU Point Rasterization

Very big announcement from @castano for WebGPU apps! Spark.js means you can send small file formats over the network (WebP, AVIF, ...) and compress to GPU texture formats like ETC2, BCn, or ASTC near-instantly using WebGPU — at runtime.

This creates new options to consider when generating textures on the fly, as well, where GPU texture compression would not have been an option before.

(Note: Spark.js is free for non-commercial use, with a very fair one-time fee for indie and larger applications).

#threejs #webgpu #webgl mastodon.gamedev.place/@castan

Gamedev MastodonIgnacio Castaño🍉 (@castano@mastodon.gamedev.place)I’m excited to announce the release of Spark 1.3 and the launch of spark.js, our new JavaScript API for real-time GPU texture compression on the web. https://ludicon.com/sparkjs/

Join WebGL and WebGPU at SIGGRAPH for an exciting session with the latest news straight from the working groups driving the future of high-performance graphics and compute on the web.

We’ll also feature Toucan an exciting new language that lets developers write GPU-powered apps in a single source file using WebGPU.

Learn more: khr.io/1lc
#webgl #webgpu #siggraph2025 #toucan