We are seeking short talks, demos, and presentations that showcase real world use of #WebGL, #WebGPU, #glTF, and #Gaussian Splatting on the web for the 3D on the Web special event during the week of GDC.
If you are building something interesting and would like to share it with the community, we would love to hear from you. Please note that sales forward presentations are unlikely to be selected.
To submit a 10 minute talk or demo, please email your description to [email protected]
While working on spark.js, I realized that normal map compression formats weren’t supported in popular frameworks like three.js. I addressed that gap by adding the necessary support to three.js and wrote an article to shed some light on the topic, drawing from my experience in real-time 3D graphics.
#gehirnquirl has a shader editor now and some metaballs. Yay. I have an EEG and therefore my brain can now output midi as well as graphics. Lol. :D
For some reason it's more fun to build the tool than to use the tool. But seriously mindflex can only do so much. Blink detection is possible in maybe real-time if raw data comes in which is unreliable. Else the meditation and Attention is something I can control. The eeg bands are the opposite of exact science.
Khronos Group Welcomes Lisuan Technology as Contributor Member
Lisuan Technology is a company dedicated to the research and development of graphics rendering GPUs. Founded by leading figures in the GPU industry, it possesses capabilities in large-scale chip R&D, top-level architecture design, software stack design, and mass production. They are interested in #OpenCL, #OpenGL, #OpenGLES, #Vulkan, #WebGL, #SPIR, and #OpenXR. https://www.lisuantech.com/
Finally looking into #webgpu. #WebGL is everywhere and “working”… but I guess webgpu is actually happening? Should be enabled on pretty much every current platform by the end of the year.
Was playing around with a visualization of a “large” graph layout algorithm running on the GPU on my phone. Quite impressive and readable code too. It was written two years ago it seems and at the time of writing they say it only worked on chrome with some experimental flags. So, good progress.
While my kid was more interested in playing Deltarune and Undertale on her Switch than learning how to build games, I gave up and created a simple game app—an idea I saw elsewhere at a different scale—using pure JS + WebGL2.
65536 particles. The next version of my WebGPU library is going to have instancing, so you can do things like this with particles. It certainly can have lots more particles, but it would have been a bit overkill for this demo.
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).
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.
I am currently developing effect filters that can also be used on a smartphone. The new filters work with an internal feedback loop / additional color buffer. This creates effects similar to intentional camera movement.
I have released a browser-based app with these filters as open source today. The current version is not yet the final version but is already quite usable.