2 ms·
related: https://surma.dev/things/webgpu/ https://surma.dev/things/webgpu/ (https://news.ycombinator.com/item?id=30600525 https://news.ycombinator.com/item?id=
by leeoniya 5y ago
related:
https://surma.dev/things/webgpu/ https://surma.dev/things/webgpu/ (https://news.ycombinator.com/item?id=30600525 https://news.ycombinator.com/item?id=30600525)
https://mattdesl.svbtle.com/drawing-lines-is-hard https://mattdesl.svbtle.com/drawing-lines-is-hard (https://news.ycombinator.com/item?id=13671016 https://news.ycombinator.com/item?id=13671016)
https://blog.mapbox.com/drawing-antialiased-lines-with-opengl-8766f34192dc?gi=38f8cb8c1475 https://blog.mapbox.com/drawing-antialiased-lines-with-openg...
i'd like to try implementing this paper [1] in WebGPU, but think it's over my head currently, having mainly worked with Canvas2D.
[1] https://jcgt.org/published/0002/02/08/paper.pdf https://jcgt.org/published/0002/02/08/paper.pdf
- koshergweilo 5y agoI would highly recommend learning more about webgl before diving into webGPU. https://webglfundamentals.org/ https://webglfundamentals.org/ is a good place to start
- leeoniya 5y agofrom what i've read, they're pretty different abstractions, so i'm concerned that learning WebGL2 will give me a mental model that will be largely useless and just add to the confusion when switching to WebGPU. even the shader language is different (WGSL vs GLSL) [1]. how much knowledge will be transferable? [1] https://dmnsgn.me/blog/from-glsl-to-wgsl-the-future-of-shaders-on-the-web/ https://dmnsgn.me/blog/from-glsl-to-wgsl-the-future-of-shade...
- pjmlp 5y agoThink of it like algorithms and data structures are at their basis language agnostic. Same applies to the 3D programming, while the way to implement something like deferred rendering (as an example) is different across APIs, it still is deferred rendering.