From ee991399c7678ebb15b7018b53842ab1e5689c7e Mon Sep 17 00:00:00 2001 From: austinEng <2154796+austinEng@users.noreply.github.com> Date: Fri, 19 Jan 2024 20:44:07 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20gh-pages=20from=20=20@=2033c77?= =?UTF-8?q?83ba899713e09b5cb3c53ad8e8303540488=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 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samples/reversedZ.html | 4 ++-- samples/rotatingCube.html | 2 +- samples/samplerParameters.html | 2 +- samples/shadowMapping.html | 2 +- samples/texturedCube.html | 2 +- samples/twoCubes.html | 2 +- samples/videoUploading.html | 2 +- samples/videoUploadingWebCodecs.html | 2 +- samples/worker.html | 4 ++-- 58 files changed, 35 insertions(+), 35 deletions(-) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 7tQ8oBVY1ynV2T9P3Rkzz}/samples/A-buffer.json (100%) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 7tQ8oBVY1ynV2T9P3Rkzz}/samples/animometer.json (100%) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 7tQ8oBVY1ynV2T9P3Rkzz}/samples/bitonicSort.json (100%) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 7tQ8oBVY1ynV2T9P3Rkzz}/samples/cameras.json (100%) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 7tQ8oBVY1ynV2T9P3Rkzz}/samples/computeBoids.json (100%) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 7tQ8oBVY1ynV2T9P3Rkzz}/samples/cornell.json (100%) rename _next/data/{AwCVKSuwwTCfH2HstKuko => 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404

This page could not be found.

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404

This page could not be found.

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b/_next/data/7tQ8oBVY1ynV2T9P3Rkzz/samples/worker.json similarity index 100% rename from _next/data/AwCVKSuwwTCfH2HstKuko/samples/worker.json rename to _next/data/7tQ8oBVY1ynV2T9P3Rkzz/samples/worker.json diff --git a/_next/static/AwCVKSuwwTCfH2HstKuko/_buildManifest.js b/_next/static/7tQ8oBVY1ynV2T9P3Rkzz/_buildManifest.js similarity index 100% rename from _next/static/AwCVKSuwwTCfH2HstKuko/_buildManifest.js rename to _next/static/7tQ8oBVY1ynV2T9P3Rkzz/_buildManifest.js diff --git a/_next/static/AwCVKSuwwTCfH2HstKuko/_ssgManifest.js b/_next/static/7tQ8oBVY1ynV2T9P3Rkzz/_ssgManifest.js similarity index 100% rename from _next/static/AwCVKSuwwTCfH2HstKuko/_ssgManifest.js rename to _next/static/7tQ8oBVY1ynV2T9P3Rkzz/_ssgManifest.js diff --git a/index.html b/index.html index a8bf8973..a39cd838 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 061a9533..76f582c8 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 ebb3b237..a25e68e6 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 0f6a653e..962459fa 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 dispatch of the bitonic sort shader dispatches a workgroup containing elements/2 invocations. 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 dispatch of the bitonic sort shader dispatches a workgroup containing elements/2 invocations. 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 4d1f5200..ab1059ea 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 d691cb21..65157250 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 1380c9bd..815977eb 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 60f95bc4..4f916711 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 dcb1661f..f080b7f0 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 3b175d02..974ea2d4 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 63210c4e..e300af6f 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

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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

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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 5f6e14c6..bc5670e7 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 68613fed..b3e70b82 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 cfc52cac..73e0d675 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

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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 811d6ae8..763f96f8 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 440d3ab9..c82849a5 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

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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

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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 bb5e0bf7..4b347117 100644 --- a/samples/particles.html +++ b/samples/particles.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Particles - WebGPU Samples

Particles

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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 49f30d2d..e4f936b2 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

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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 97097085..966622f9 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

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

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

Resize Canvas

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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 662d5815..b2c5a0dd 100644 --- a/samples/reversedZ.html +++ b/samples/reversedZ.html @@ -17,7 +17,7 @@ Related reading: https://developer.nvidia.com/content/depth-precision-visualized https://web.archive.org/web/20220724174000/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://web.archive.org/web/20220724174000/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 27fbe18e..35b36334 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 b71970d8..f84a093a 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

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 06b0a789..f463a77f 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

See it on Github!

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 686e59b4..46a67e16 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

See it on Github!

This example shows how to bind and sample textures.

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

Textured Cube

See it on Github!

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 87dfe6a7..8fbb624a 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

See it on Github!

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 a9a09601..ad428e78 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

See it on Github!

This example shows how to upload video frame to WebGPU.

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

Video Uploading

See it on Github!

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 ce79dffa..667cd5ec 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

See it on Github!

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

See it on Github!

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 3d90d7a6..ef84e6b8 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