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#computeshader — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #computeshader, aggregated by home.social.

  1. I'm so confused right now. Doing some compute shader work with 2 passes. One draws dots and the other copies the previous frame and decays its value (so that you have trails). The values do decay, but for some reason they don't decay all the way to 0 (or very near 0) 😵‍💫 #ComputeShader #GodotEngine

  2. Ah, yes, another groundbreaking revelation: using a compute shader to render flame fractals. 🔥💻 Because who wouldn't want to harness the full #power of their #GPU for... decorative math scribbles? 🎨 Maybe next we'll solve world hunger with pixel shaders. 🍽️🙄
    wrighter.xyz/blog/2023_08_17_f #computeShader #flameFractals #decorativeMath #pixelShaders #HackerNews #ngated

  3. "Rotational Force"

    Tooll3 Tutorial on how to create your own HLSL Compute Shader Particle Force:

    youtu.be/j95VZXGAbwE

    In this video I show you how to create your own HLSL compute shader particle force in Tooll3 and the complete workflow on how to set up the operator interface, create parameters and dropdowns with defaults and useful input ranges, re-order parameters ( ;-) ), rename inputs, sort out the compute shader input buffer slots, get useful error messages, write documentation, create examples and presets and also guide you through the code and the simple example scene I created.

    I talk a bit about GPU threading and [numthreads] and I found this video very helpful to understand the inner workings of GPUs and compute shaders:
    youtube.com/watch?v=eDLilzy2mq

    Tooll3 is open source and ATM available on Windows only (although one user reported having it running on Linux in a Bottle).
    You should have a decent GPU for good performance.

    Download it here:
    tooll.io

    I did several animations with the force already:
    youtu.be/HCY5tdhlcMU
    youtu.be/H41QNp9ghWk
    youtu.be/v25vCSL967Y

    #Tooll3 #realtime #tutorial #operator #force #particle #radial #rotational #generativeart #particles #livingpainting #creativecoding #hlsl #csharp #gpu #nodes #shader #computeshader #generative #procedural #visualart

  4. "Rotational Force"

    Tooll3 Tutorial on how to create your own HLSL Compute Shader Particle Force:

    youtu.be/j95VZXGAbwE

    In this video I show you how to create your own HLSL compute shader particle force in Tooll3 and the complete workflow on how to set up the operator interface, create parameters and dropdowns with defaults and useful input ranges, re-order parameters ( ;-) ), rename inputs, sort out the compute shader input buffer slots, get useful error messages, write documentation, create examples and presets and also guide you through the code and the simple example scene I created.

    I talk a bit about GPU threading and [numthreads] and I found this video very helpful to understand the inner workings of GPUs and compute shaders:
    youtube.com/watch?v=eDLilzy2mq

    Tooll3 is open source and ATM available on Windows only (although one user reported having it running on Linux in a Bottle).
    You should have a decent GPU for good performance.

    Download it here:
    tooll.io

    I did several animations with the force already:
    youtu.be/HCY5tdhlcMU
    youtu.be/H41QNp9ghWk
    youtu.be/v25vCSL967Y

    #Tooll3 #realtime #tutorial #operator #force #particle #radial #rotational #generativeart #particles #livingpainting #creativecoding #hlsl #csharp #gpu #nodes #shader #computeshader #generative #procedural #visualart

  5. "Rotational Force"

    Tooll3 Tutorial on how to create your own HLSL Compute Shader Particle Force:

    youtu.be/j95VZXGAbwE

    In this video I show you how to create your own HLSL compute shader particle force in Tooll3 and the complete workflow on how to set up the operator interface, create parameters and dropdowns with defaults and useful input ranges, re-order parameters ( ;-) ), rename inputs, sort out the compute shader input buffer slots, get useful error messages, write documentation, create examples and presets and also guide you through the code and the simple example scene I created.

    I talk a bit about GPU threading and [numthreads] and I found this video very helpful to understand the inner workings of GPUs and compute shaders:
    youtube.com/watch?v=eDLilzy2mq

    Tooll3 is open source and ATM available on Windows only (although one user reported having it running on Linux in a Bottle).
    You should have a decent GPU for good performance.

    Download it here:
    tooll.io

    I did several animations with the force already:
    youtu.be/HCY5tdhlcMU
    youtu.be/H41QNp9ghWk
    youtu.be/v25vCSL967Y

    #Tooll3 #realtime #tutorial #operator #force #particle #radial #rotational #generativeart #particles #livingpainting #creativecoding #hlsl #csharp #gpu #nodes #shader #computeshader #generative #procedural #visualart

  6. Hypothetically, if you, for whatever reason, ended up with some #audio data in the #gpu memory, is there a way to play it out directly through the HDMI/displayport sound card included in the graphics card, or would you need to copy it back to the CPU memory in order to play it? 🤔

    #programming #showerthoughts #computeshader #cuda

  7. I already got some kind of bug in my WGPU compute shader code that causes the whole system to freeze. It's a simple particle simulation with the nannou framework. If anyone is curious to take a look: gist.github.com/somecho/0ce97a

    #webgpu #wgpu #nannou #rust #graphics #graphicsprogramming #gfx #computeshader

  8. THURSDAY June 6th Live Online

    Noise functions are fundamental tools for generating textures, patterns, and simulations. In this session, we’ll explore the diverse range of noise functions available in FUSE and demonstrate how they can be utilized to enhance complexity and detail in your projects. Led by FUSE developer Christian Riekoff

    thenodeinstitute.org/courses/s

    #vvvv @vvvv #visualdesign #programming #creativecomputation #generative #visualprogramming #creativecoding #computeshader #nodes

  9. It doesnt look like much, its a "virtual pipes" based version of a fluid simulation. The win here is that it took me 2 days instead of a few weeks to get JFA working. This also has lot more futzing around with compute stages and differen buffers. This time I tried using a hacked up version of wgsl_to_wgpu to update the bindings. Big win there keeping everything in line for sure. Next up, hooking the two stages together so that I can use JFA to calculate the distance to water.

    The original repo: github.com/ScanMountGoat/wgsl_

    My hacked up version (please forgive me!) github.com/00alia00/wgsl_to_wg

    #bevy #rust #rustlang #gamedev #compute #computeshader #simulation #fluids #rendering

  10. Wahooo! Finally got #gpu #compute working with #Bevy. I'm using Jumpflood to calculate distance (right) from the seed points (left)
    I couldnt get hlsl to spirv working so after much head+desk decided to deal with wgsl. It hasnt been super straight forward but getting renderdoc working yesterday was the magic sauce :D #rust #rustlang #rendering #indie #computeshader #ScreenshotSaturday p.s I miss hlsl, its so pretty compared to glsl/wgsl!

  11. Mostly got my compute shader working, but it's running really in constantly.
    I'm doing some color averaging, but the count of pixels processed is fluctuating every frame! I hope the problem more obvious after some sleep.
    #unity #hlsl #computeShader

  12. Flow Fields animated in #webgpu

    this after a few improvements in my library that allows me to create buffers/data types in an easier way

    #wgsl #javascript #computeshader #genart #generativeart