From 789b838b3be0e84fd74804667612f6c962fa5e2d Mon Sep 17 00:00:00 2001 From: greggman Date: Mon, 30 Oct 2023 12:00:13 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20gh-pages=20from=20=20@=2017026?= =?UTF-8?q?a9a8b2702426daf035cab83c353010bae8a=20=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- 404.html | 4 ++-- .../samples/A-buffer.json | 0 .../samples/animometer.json | 0 .../samples/bitonicSort.json | 0 .../samples/cameras.json | 0 .../samples/computeBoids.json | 0 .../samples/cornell.json | 0 .../samples/cubemap.json | 0 .../samples/deferredRendering.json | 0 .../samples/fractalCube.json | 0 .../samples/gameOfLife.json | 0 .../samples/helloTriangle.json | 0 .../samples/helloTriangleMSAA.json | 0 .../samples/imageBlur.json | 0 .../samples/instancedCube.json | 0 .../samples/normalMap.json | 0 .../samples/particles.json | 0 .../samples/renderBundles.json | 0 .../samples/resizeCanvas.json | 0 .../samples/reversedZ.json | 0 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404

This page could not be found.

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404

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\ No newline at end of file +WebGPU Samples
\ No newline at end of file diff --git a/samples/A-buffer.html b/samples/A-buffer.html index 8dbdfd3d..cb33cf74 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 227e1cee..766ac98b 100644 --- a/samples/animometer.html +++ b/samples/animometer.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Animometer - WebGPU Samples
\ No newline at end of file + Animometer - WebGPU Samples
\ No newline at end of file diff --git a/samples/bitonicSort.html b/samples/bitonicSort.html index a0638f24..5248f862 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 fdc0f3bd..2052b841 100644 --- a/samples/cameras.html +++ b/samples/cameras.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cameras - WebGPU Samples
\ No newline at end of file + Cameras - WebGPU Samples
\ No newline at end of file diff --git a/samples/computeBoids.html b/samples/computeBoids.html index 80552bf5..85eb6e6b 100644 --- a/samples/computeBoids.html +++ b/samples/computeBoids.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Compute Boids - WebGPU Samples
\ No newline at end of file + Compute Boids - WebGPU Samples
\ No newline at end of file diff --git a/samples/cornell.html b/samples/cornell.html index c5a3b278..3893e7ee 100644 --- a/samples/cornell.html +++ b/samples/cornell.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cornell box - WebGPU Samples
\ No newline at end of file + Cornell box - WebGPU Samples
\ No newline at end of file diff --git a/samples/cubemap.html b/samples/cubemap.html index 808886e7..25b2eabf 100644 --- a/samples/cubemap.html +++ b/samples/cubemap.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cubemap - WebGPU Samples
\ No newline at end of file + Cubemap - WebGPU Samples
\ No newline at end of file diff --git a/samples/deferredRendering.html b/samples/deferredRendering.html index 5814135b..978813cf 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. -

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\ No newline at end of file + Fractal Cube - WebGPU Samples
\ No newline at end of file diff --git a/samples/gameOfLife.html b/samples/gameOfLife.html index 762060a1..d0beea1b 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
\ No newline at end of file + Conway's Game of Life - WebGPU Samples
\ No newline at end of file diff --git a/samples/helloTriangle.html b/samples/helloTriangle.html index a07c3904..01deb641 100644 --- a/samples/helloTriangle.html +++ b/samples/helloTriangle.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Hello Triangle - WebGPU Samples
\ No newline at end of file + Hello Triangle - WebGPU Samples
\ No newline at end of file diff --git a/samples/helloTriangleMSAA.html b/samples/helloTriangleMSAA.html index 823bf106..f25aced2 100644 --- a/samples/helloTriangleMSAA.html +++ b/samples/helloTriangleMSAA.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Hello Triangle MSAA - WebGPU Samples
\ No newline at end of file + Hello Triangle MSAA - WebGPU Samples
\ No newline at end of file diff --git a/samples/imageBlur.html b/samples/imageBlur.html index d55147e3..e59f4cf7 100644 --- a/samples/imageBlur.html +++ b/samples/imageBlur.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Image Blur - WebGPU Samples
\ No newline at end of file + Image Blur - WebGPU Samples
\ No newline at end of file diff --git a/samples/instancedCube.html b/samples/instancedCube.html index d0d34bdd..9e071cb9 100644 --- a/samples/instancedCube.html +++ b/samples/instancedCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Instanced Cube - WebGPU Samples
\ No newline at end of file + Instanced Cube - WebGPU Samples
\ No newline at end of file diff --git a/samples/normalMap.html b/samples/normalMap.html index 36188ee8..de393e5d 100644 --- a/samples/normalMap.html +++ b/samples/normalMap.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Normal Mapping - WebGPU Samples
\ No newline at end of file + Normal Mapping - WebGPU Samples
\ No newline at end of file diff --git a/samples/particles.html b/samples/particles.html index 7d4c30c8..60861e57 100644 --- a/samples/particles.html +++ b/samples/particles.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Particles - WebGPU Samples
\ No newline at end of file + Particles - WebGPU Samples
\ No newline at end of file diff --git a/samples/renderBundles.html b/samples/renderBundles.html index bda7bc35..d8ce50d6 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 a7603c9a..b82a5018 100644 --- a/samples/resizeCanvas.html +++ b/samples/resizeCanvas.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Resize Canvas - WebGPU Samples
\ No newline at end of file + Resize Canvas - WebGPU Samples
\ No newline at end of file diff --git a/samples/reversedZ.html b/samples/reversedZ.html index 58faaab8..e2acc385 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

See it on Github!

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

Reversed Z

See it on Github!

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/ -

\ No newline at end of file +

\ No newline at end of file diff --git a/samples/rotatingCube.html b/samples/rotatingCube.html index 7a383830..cf22fcd7 100644 --- a/samples/rotatingCube.html +++ b/samples/rotatingCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Rotating Cube - WebGPU Samples
\ No newline at end of file + Rotating Cube - WebGPU Samples
\ No newline at end of file diff --git a/samples/samplerParameters.html b/samples/samplerParameters.html index c4f8687b..937c57d8 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

See it on Github!

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

See it on Github!

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 6bda6525..0eaca995 100644 --- a/samples/shadowMapping.html +++ b/samples/shadowMapping.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Shadow Mapping - WebGPU Samples
\ No newline at end of file + Shadow Mapping - WebGPU Samples
\ No newline at end of file diff --git a/samples/texturedCube.html b/samples/texturedCube.html index 2e6c2483..cf06ab75 100644 --- a/samples/texturedCube.html +++ b/samples/texturedCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Textured Cube - WebGPU Samples
\ No newline at end of file + Textured Cube - WebGPU Samples
\ No newline at end of file diff --git a/samples/twoCubes.html b/samples/twoCubes.html index f4714e63..1e55fbb8 100644 --- a/samples/twoCubes.html +++ b/samples/twoCubes.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Two Cubes - WebGPU Samples
\ No newline at end of file + Two Cubes - WebGPU Samples
\ No newline at end of file diff --git a/samples/videoUploading.html b/samples/videoUploading.html index 70debd79..9e4a4450 100644 --- a/samples/videoUploading.html +++ b/samples/videoUploading.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Video Uploading - WebGPU Samples
\ No newline at end of file + Video Uploading - WebGPU Samples
\ No newline at end of file diff --git a/samples/videoUploadingWebCodecs.html b/samples/videoUploadingWebCodecs.html index c6e8b383..3ffa3347 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
\ No newline at end of file + Video Uploading with WebCodecs - WebGPU Samples
\ No newline at end of file diff --git a/samples/worker.html b/samples/worker.html index 41e694cd..fb628a31 100644 --- a/samples/worker.html +++ b/samples/worker.html @@ -10,6 +10,6 @@ } WebGPU in a Worker - WebGPU Samples

WebGPU in a Worker

See it on Github!

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.

\ No newline at end of file