Real-Time Ray-Tracing in WebGPU
maierfelix.github.io
Real-Time Ray-Tracing in WebGPU
1–10 of 32 posts
Re: Real-Time Ray-Tracing in WebGPU
#2Wow, very impressive! I believe this is only available for MacOS Chrome Canary, with enable-unsafe-webgpu flags toggled on. But we are starting to see more example code.
https://github.com/tsherif/webgpu-examples
This is the first specific RTX target engine I've seen so far though. Starting to feel like the future with full time real-time hardware rendering capabilities in the browser ;)
Do you mind my asking what you plan to build with it?
Re: Real-Time Ray-Tracing in WebGPU
#3Re: Real-Time Ray-Tracing in WebGPU
#4>>> Recently I began adapting an unofficial Ray-Tracing extension for Dawn, which is the WebGPU implementation for Chromium Wow, very impressive! I believe this is only available for MacOS Chrome Canary, with enable-unsafe-webgpu flags toggled on. But we are starting to see more example code. https://github.com/tsherif/webgpu-examples This is the first specific RTX target engine I've seen so far though. Starting to f…
The Ray-Tracing Extension is currently only available for Windows and Linux.
My next plan is to implement the extension into Dawn's D3D12 backend, so I can build chromium with my Dawn fork and have Ray-Tracing available directly in the browser (at least for myself) :)
Re: Real-Time Ray-Tracing in WebGPU
#5But there's also a thesis in there: given that scene descriptions grow in size much faster than screen resolution increases, there should be a tipping point where ray-tracing is more efficient than rasterization. I don't think they expected it to take quite this long though.
Re: Real-Time Ray-Tracing in WebGPU
#6I've been wanting to play around with graphics programming for a while and the web is such a perfect platform due to cross platform compatibility and lower barrier for entry.
Re: Real-Time Ray-Tracing in WebGPU
#7Is there any good WebGPU tutorials? I've been wanting to play around with graphics programming for a while and the web is such a perfect platform due to cross platform compatibility and lower barrier for entry.
https://github.com/gpuweb/gpuweb/wiki/Implementation-Status
I doubt you'll see a lot of good tutorials for it until you start seeing it land in stable versions of browser (or even nightly builds tbh).
While starting to show it's age, WebGL should have a lot of tutorials and you can start working with it today.
Re: Real-Time Ray-Tracing in WebGPU
#8Is there any good WebGPU tutorials? I've been wanting to play around with graphics programming for a while and the web is such a perfect platform due to cross platform compatibility and lower barrier for entry.
It's barely got any support ATM. https://github.com/gpuweb/gpuweb/wiki/Implementation-Status I doubt you'll see a lot of good tutorials for it until you start seeing it land in stable versions of browser (or even nightly builds tbh). While starting to show it's age, WebGL should have a lot of tutorials and you can start working with it today.
Re: Real-Time Ray-Tracing in WebGPU
#9Anecdotally, I was trying connect PyTorch's CUDA tensors to the GL textures that Electron/Chrome uses to render in a Canvas without going through CPU memory, but couldn't figure out where to inject my code. Chromium's GPU code is quite a maze. Perhaps a smarter person will be able to accomplish that.
Re: Real-Time Ray-Tracing in WebGPU
#10Hey, I really appreciate your work on these bindings. I have done a lot of work with Metal on iOS, and found it frustrating to start over from scratch when trying to combine graphics and deep learning (CUDA on Linux). It would be awesome to see a future where you can write high-performance GPU-driven apps in a cross-platform way with js/webgpu/wasm and slap in platform-specific UI, without bundling all of Unreal or U…