diff --git a/404.html b/404.html index c9ea630d..3cdb9132 100644 --- a/404.html +++ b/404.html @@ -1,4 +1,4 @@ -404: This page could not be found

404

This page could not be found.

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404

This page could not be found.

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file mode 100644 index e28e2aee..00000000 Binary files a/img/wood_albedo.png and /dev/null differ diff --git a/index.html b/index.html index bf0aaea2..7cb95660 100644 --- a/index.html +++ b/index.html @@ -1 +1 @@ -WebGPU Samples

The WebGPU Samples are a set of samples and demos demonstrating the use of the WebGPU API. Please see the current implementation status and how to run WebGPU in your browser at webgpu.io.

\ No newline at end of file +WebGPU Samples

The WebGPU Samples are a set of samples and demos demonstrating the use of the WebGPU API. Please see the current implementation status and how to run WebGPU in your browser at webgpu.io.

\ No newline at end of file diff --git a/samples/A-buffer.html b/samples/A-buffer.html index 7b927121..8c5dcd3f 100644 --- a/samples/A-buffer.html +++ b/samples/A-buffer.html @@ -10,6 +10,6 @@ } A-Buffer - WebGPU Samples

A-Buffer

See it on Github!

Demonstrates order independent transparency using a per-pixel + limiting memory usage (when required)."/>

\ No newline at end of file + limiting memory usage (when required).

\ No newline at end of file diff --git a/samples/animometer.html b/samples/animometer.html index 5424e2ee..f6273048 100644 --- a/samples/animometer.html +++ b/samples/animometer.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Animometer - WebGPU Samples

Animometer

See it on Github!

A WebGPU port of the Animometer MotionMark benchmark.

\ No newline at end of file + Animometer - WebGPU Samples

Animometer

See it on Github!

A WebGPU port of the Animometer MotionMark benchmark.

\ No newline at end of file diff --git a/samples/bitonicSort.html b/samples/bitonicSort.html index ef6d2cdf..f96b8ba7 100644 --- a/samples/bitonicSort.html +++ b/samples/bitonicSort.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Bitonic Sort - WebGPU Samples

Bitonic Sort

See it on Github!

A naive bitonic sort algorithm executed on the GPU, based on tgfrerer's implementation at poniesandlight.co.uk/reflect/bitonic_merge_sort/. Each invocation of the bitonic sort shader dispatches a workgroup containing elements/2 threads. The GUI's Execution Information folder contains information about the sort's current state. The visualizer displays the sort's results as colored cells sorted from brightest to darkest.

\ No newline at end of file + Bitonic Sort - WebGPU Samples

Bitonic Sort

See it on Github!

A naive bitonic sort algorithm executed on the GPU, based on tgfrerer's implementation at poniesandlight.co.uk/reflect/bitonic_merge_sort/. Each invocation of the bitonic sort shader dispatches a workgroup containing elements/2 threads. The GUI's Execution Information folder contains information about the sort's current state. The visualizer displays the sort's results as colored cells sorted from brightest to darkest.

\ No newline at end of file diff --git a/samples/cameras.html b/samples/cameras.html index 3dccf0c5..7715e4d8 100644 --- a/samples/cameras.html +++ b/samples/cameras.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cameras - WebGPU Samples

Cameras

See it on Github!

This example provides example camera implementations

\ No newline at end of file + Cameras - WebGPU Samples

Cameras

See it on Github!

This example provides example camera implementations

\ No newline at end of file diff --git a/samples/computeBoids.html b/samples/computeBoids.html index e7b16a64..d5c8b709 100644 --- a/samples/computeBoids.html +++ b/samples/computeBoids.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Compute Boids - WebGPU Samples

Compute Boids

See it on Github!

A GPU compute particle simulation that mimics the flocking behavior of birds. A compute shader updates two ping-pong buffers which store particle data. The data is used to draw instanced particles.

\ No newline at end of file + Compute Boids - WebGPU Samples

Compute Boids

See it on Github!

A GPU compute particle simulation that mimics the flocking behavior of birds. A compute shader updates two ping-pong buffers which store particle data. The data is used to draw instanced particles.

\ No newline at end of file diff --git a/samples/cornell.html b/samples/cornell.html index a7b578ea..c65c65a3 100644 --- a/samples/cornell.html +++ b/samples/cornell.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cornell box - WebGPU Samples

Cornell box

See it on Github!

A classic Cornell box, using a lightmap generated using software ray-tracing.

\ No newline at end of file + Cornell box - WebGPU Samples

Cornell box

See it on Github!

A classic Cornell box, using a lightmap generated using software ray-tracing.

\ No newline at end of file diff --git a/samples/cubemap.html b/samples/cubemap.html index 73c08691..ab7f1a44 100644 --- a/samples/cubemap.html +++ b/samples/cubemap.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cubemap - WebGPU Samples

Cubemap

See it on Github!

This example shows how to render and sample from a cubemap texture.

\ No newline at end of file + Cubemap - WebGPU Samples

Cubemap

See it on Github!

This example shows how to render and sample from a cubemap texture.

\ No newline at end of file diff --git a/samples/deferredRendering.html b/samples/deferredRendering.html index 9d11d406..62180d2c 100644 --- a/samples/deferredRendering.html +++ b/samples/deferredRendering.html @@ -16,7 +16,7 @@ We also update light position in a compute shader, where further operations like tile/cluster culling could happen. The debug view shows the depth buffer on the left (flipped and scaled a bit to make it more visible), the normal G buffer in the middle, and the albedo G-buffer on the right side of the screen. - "/>

Deferred Rendering

See it on Github!

This example shows how to do deferred rendering with webgpu. + "/>

Deferred Rendering

See it on Github!

This example shows how to do deferred rendering with webgpu. Render geometry info to multiple targets in the gBuffers in the first pass. In this sample we have 2 gBuffers for normals and albedo, along with a depth texture. And then do the lighting in a second pass with per fragment data read from gBuffers so it's independent of scene complexity. @@ -24,4 +24,4 @@ We also update light position in a compute shader, where further operations like tile/cluster culling could happen. The debug view shows the depth buffer on the left (flipped and scaled a bit to make it more visible), the normal G buffer in the middle, and the albedo G-buffer on the right side of the screen. -

\ No newline at end of file +

\ No newline at end of file diff --git a/samples/fractalCube.html b/samples/fractalCube.html index 132ada2d..28c4dd2e 100644 --- a/samples/fractalCube.html +++ b/samples/fractalCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Fractal Cube - WebGPU Samples

Fractal Cube

See it on Github!

This example uses the previous frame's rendering result as the source texture for the next frame.

\ No newline at end of file + Fractal Cube - WebGPU Samples

Fractal Cube

See it on Github!

This example uses the previous frame's rendering result as the source texture for the next frame.

\ No newline at end of file diff --git a/samples/gameOfLife.html b/samples/gameOfLife.html index 53561d97..e6fb6594 100644 --- a/samples/gameOfLife.html +++ b/samples/gameOfLife.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Conway's Game of Life - WebGPU Samples

Conway's Game of Life

See it on Github!

This example shows how to make Conway's game of life. First, use compute shader to calculate how cells grow or die. Then use render pipeline to draw cells by using instance mesh.

\ No newline at end of file + Conway's Game of Life - WebGPU Samples

Conway's Game of Life

See it on Github!

This example shows how to make Conway's game of life. First, use compute shader to calculate how cells grow or die. Then use render pipeline to draw cells by using instance mesh.

\ No newline at end of file diff --git a/samples/helloTriangle.html b/samples/helloTriangle.html index 26f46269..bc4ee9df 100644 --- a/samples/helloTriangle.html +++ b/samples/helloTriangle.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Hello Triangle - WebGPU Samples

Hello Triangle

See it on Github!

Shows rendering a basic triangle.

\ No newline at end of file + Hello Triangle - WebGPU Samples

Hello Triangle

See it on Github!

Shows rendering a basic triangle.

\ No newline at end of file diff --git a/samples/helloTriangleMSAA.html b/samples/helloTriangleMSAA.html index 12a84b70..d77ac144 100644 --- a/samples/helloTriangleMSAA.html +++ b/samples/helloTriangleMSAA.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Hello Triangle MSAA - WebGPU Samples

Hello Triangle MSAA

See it on Github!

Shows multisampled rendering a basic triangle.

\ No newline at end of file + Hello Triangle MSAA - WebGPU Samples

Hello Triangle MSAA

See it on Github!

Shows multisampled rendering a basic triangle.

\ No newline at end of file diff --git a/samples/imageBlur.html b/samples/imageBlur.html index 8aec1e08..b14acd1f 100644 --- a/samples/imageBlur.html +++ b/samples/imageBlur.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Image Blur - WebGPU Samples

Image Blur

See it on Github!

This example shows how to blur an image using a WebGPU compute shader.

\ No newline at end of file + Image Blur - WebGPU Samples

Image Blur

See it on Github!

This example shows how to blur an image using a WebGPU compute shader.

\ No newline at end of file diff --git a/samples/instancedCube.html b/samples/instancedCube.html index 5ccb034e..79bce23d 100644 --- a/samples/instancedCube.html +++ b/samples/instancedCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Instanced Cube - WebGPU Samples

Instanced Cube

See it on Github!

This example shows the use of instancing.

\ No newline at end of file + Instanced Cube - WebGPU Samples

Instanced Cube

See it on Github!

This example shows the use of instancing.

\ No newline at end of file diff --git a/samples/normalMap.html b/samples/normalMap.html index 9fe57833..fb9583b5 100644 --- a/samples/normalMap.html +++ b/samples/normalMap.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Normal Mapping - WebGPU Samples

Normal Mapping

See it on Github!

This example demonstrates multiple different methods that employ fragment shaders to achieve additional perceptual depth on the surface of a cube mesh. Demonstrated methods include normal mapping, parallax mapping, and steep parallax mapping.

\ No newline at end of file + Normal Mapping - WebGPU Samples

Normal Mapping

See it on Github!

This example demonstrates multiple different methods that employ fragment shaders to achieve additional perceptual depth on the surface of a cube mesh. Demonstrated methods include normal mapping, parallax mapping, and steep parallax mapping.

\ No newline at end of file diff --git a/samples/particles.html b/samples/particles.html index 7ad305c3..24a935e6 100644 --- a/samples/particles.html +++ b/samples/particles.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Particles - WebGPU Samples

Particles

See it on Github!

This example demonstrates rendering of particles simulated with compute shaders.

\ No newline at end of file + Particles - WebGPU Samples

Particles

See it on Github!

This example demonstrates rendering of particles simulated with compute shaders.

\ No newline at end of file diff --git a/samples/renderBundles.html b/samples/renderBundles.html index ac94eed7..5e7c7a0b 100644 --- a/samples/renderBundles.html +++ b/samples/renderBundles.html @@ -11,7 +11,7 @@ Render Bundles - WebGPU Samples

Render Bundles

See it on Github!

This example shows how to use render bundles. It renders a large number of + of instancing to reduce draw overhead.)"/>

Render Bundles

See it on Github!

This example shows how to use render bundles. It renders a large number of meshes individually as a proxy for a more complex scene in order to demonstrate the reduction in JavaScript time spent to issue render commands. (Typically a scene like this would make use - of instancing to reduce draw overhead.)

\ No newline at end of file + of instancing to reduce draw overhead.)

\ No newline at end of file diff --git a/samples/resizeCanvas.html b/samples/resizeCanvas.html index f979428c..f1dc8ec2 100644 --- a/samples/resizeCanvas.html +++ b/samples/resizeCanvas.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Resize Canvas - WebGPU Samples

Resize Canvas

See it on Github!

Shows multisampled rendering a basic triangle on a dynamically sized canvas.

\ No newline at end of file + Resize Canvas - WebGPU Samples

Resize Canvas

See it on Github!

Shows multisampled rendering a basic triangle on a dynamically sized canvas.

\ No newline at end of file diff --git a/samples/reversedZ.html b/samples/reversedZ.html index e2b2cbe9..d266435f 100644 --- a/samples/reversedZ.html +++ b/samples/reversedZ.html @@ -17,7 +17,7 @@ Related reading: https://developer.nvidia.com/content/depth-precision-visualized https://thxforthefish.com/posts/reverse_z/ - "/>

Reversed Z

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This example shows the use of reversed z technique for better utilization of depth buffer precision. + "/>

Reversed Z

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This example shows the use of reversed z technique for better utilization of depth buffer precision. The left column uses regular method, while the right one uses reversed z technique. Both are using depth32float as their depth buffer format. A set of red and green planes are positioned very close to each other. Higher sets are placed further from camera (and are scaled for better visual purpose). @@ -26,4 +26,4 @@ Related reading: https://developer.nvidia.com/content/depth-precision-visualized https://thxforthefish.com/posts/reverse_z/ -

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\ No newline at end of file diff --git a/samples/rotatingCube.html b/samples/rotatingCube.html index d485765e..f6b0c970 100644 --- a/samples/rotatingCube.html +++ b/samples/rotatingCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Rotating Cube - WebGPU Samples

Rotating Cube

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This example shows how to upload uniform data every frame to render a rotating object.

\ No newline at end of file + Rotating Cube - WebGPU Samples

Rotating Cube

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This example shows how to upload uniform data every frame to render a rotating object.

\ No newline at end of file diff --git a/samples/samplerParameters.html b/samples/samplerParameters.html index 6c1cb878..c59eb12f 100644 --- a/samples/samplerParameters.html +++ b/samples/samplerParameters.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Sampler Parameters - WebGPU Samples

Sampler Parameters

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Visualizes what all the sampler parameters do. Shows a textured plane at various scales (rotated, head-on, in perspective, and in vanishing perspective). The bottom-right view shows the raw contents of the 4 mipmap levels of the test texture (16x16, 8x8, 4x4, and 2x2).

\ No newline at end of file + Sampler Parameters - WebGPU Samples

Sampler Parameters

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Visualizes what all the sampler parameters do. Shows a textured plane at various scales (rotated, head-on, in perspective, and in vanishing perspective). The bottom-right view shows the raw contents of the 4 mipmap levels of the test texture (16x16, 8x8, 4x4, and 2x2).

\ No newline at end of file diff --git a/samples/shadowMapping.html b/samples/shadowMapping.html index bcf7de57..e9bc8ae5 100644 --- a/samples/shadowMapping.html +++ b/samples/shadowMapping.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Shadow Mapping - WebGPU Samples

Shadow Mapping

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This example shows how to sample from a depth texture to render shadows.

\ No newline at end of file + Shadow Mapping - WebGPU Samples

Shadow Mapping

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This example shows how to sample from a depth texture to render shadows.

\ No newline at end of file diff --git a/samples/texturedCube.html b/samples/texturedCube.html index b7cf7280..ff2ae35f 100644 --- a/samples/texturedCube.html +++ b/samples/texturedCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Textured Cube - WebGPU Samples

Textured Cube

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This example shows how to bind and sample textures.

\ No newline at end of file + Textured Cube - WebGPU Samples

Textured Cube

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This example shows how to bind and sample textures.

\ No newline at end of file diff --git a/samples/twoCubes.html b/samples/twoCubes.html index 5ca19943..476b3818 100644 --- a/samples/twoCubes.html +++ b/samples/twoCubes.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Two Cubes - WebGPU Samples

Two Cubes

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This example shows some of the alignment requirements involved when updating and binding multiple slices of a uniform buffer. It renders two rotating cubes which have transform matrices at different offsets in a uniform buffer.

\ No newline at end of file + Two Cubes - WebGPU Samples

Two Cubes

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This example shows some of the alignment requirements involved when updating and binding multiple slices of a uniform buffer. It renders two rotating cubes which have transform matrices at different offsets in a uniform buffer.

\ No newline at end of file diff --git a/samples/videoUploading.html b/samples/videoUploading.html index 66d8c8b0..f1eadfda 100644 --- a/samples/videoUploading.html +++ b/samples/videoUploading.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Video Uploading - WebGPU Samples

Video Uploading

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This example shows how to upload video frame to WebGPU.

\ No newline at end of file + Video Uploading - WebGPU Samples

Video Uploading

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This example shows how to upload video frame to WebGPU.

\ No newline at end of file diff --git a/samples/videoUploadingWebCodecs.html b/samples/videoUploadingWebCodecs.html index 0a57d99f..3584a20f 100644 --- a/samples/videoUploadingWebCodecs.html +++ b/samples/videoUploadingWebCodecs.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Video Uploading with WebCodecs - WebGPU Samples

Video Uploading with WebCodecs

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This example shows how to upload a WebCodecs VideoFrame to WebGPU.

\ No newline at end of file + Video Uploading with WebCodecs - WebGPU Samples

Video Uploading with WebCodecs

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This example shows how to upload a WebCodecs VideoFrame to WebGPU.

\ No newline at end of file diff --git a/samples/worker.html b/samples/worker.html index 65f6edf9..d57e36cc 100644 --- a/samples/worker.html +++ b/samples/worker.html @@ -10,6 +10,6 @@ } WebGPU in a Worker - WebGPU Samples

WebGPU in a Worker

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This example shows one method of using WebGPU in a web worker and presenting to + which is then transferred to the worker where all the WebGPU calls are made."/>

\ No newline at end of file + which is then transferred to the worker where all the WebGPU calls are made.

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