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2 votes
0 answers
179 views

Lately, I've been learning how to use WebGPU and WebAssembly to run image classification models in web browsers. I used Rust, WASM, and Burn. I noticed that the burn-onnx repository contains an ...
ddhello's user avatar
  • 21
Advice
1 vote
6 replies
186 views

For a long time I wanted to create little programs like drawing a fractal utilizing a GPU instead of CPU. I would like to share those programs with friends and family. So while I am using Linux, some ...
Twin Helix's user avatar
Best practices
0 votes
2 replies
54 views

Hi this is my first post on stack overflow. I don't want to use AI at all in my code, I want to learn about 3D graphics with real people. If I'm missing something please let me know since I'm new to ...
cowcow's user avatar
  • 1
-3 votes
1 answer
218 views

I am new to using WebGPU. I'm using the rust wgpu crate with compute shaders to run a cryptographic task at high speed. My shader is quite simple: Take a common input state, append a unique per-thread ...
conduition's user avatar
0 votes
0 answers
63 views

I implemented all shadow workflow but never get real cast shadows ... I found : ⚠️ Problem: WebGPU currently does not support binding arrays of textures/samplers directly like this. You need to use ...
Nikola Lukic's user avatar
  • 4,274
1 vote
0 answers
96 views

I am trying to process an 8k video on a mobile phone with webGPU (say it is a 360 video and I only need to display part of it). Normally, webGPU is supposed to handle 8k textures https://www.w3.org/TR/...
ZeSeb's user avatar
  • 34
0 votes
1 answer
93 views

I've been following the webgpufundamentals tutorial on translation using the rust implementation of wgpu and leptos. For some reason, when I am normalizing the vertices to produce the letter "F&...
Bismuth83's user avatar
0 votes
1 answer
203 views

I’m on PixiJS v8.1 (WebGL2) + TypeScript, trying to pass five RGB colors as a flat float[] into my fragment shader—but I keep getting: Error: Uniform type undefined is not supported. Supported uniform ...
Favour chuks's user avatar
-1 votes
1 answer
120 views

What i'm trying to do is write to a storage texture in one render pass, and then read from this texture in a second pass, but value i get in the second pass is always the same, regardless of what i ...
Hauuagdb Hshg's user avatar
1 vote
0 answers
108 views

I`m making a basic forward renderer in webGPU, that supports multiple types of light sources and shadowmapping. When I was figuring out the shadowmapping part, I bound shadowmaps to shadowpass, wrote ...
Hauuagdb Hshg's user avatar
-1 votes
1 answer
145 views

I want to achieve the effect of card tilting. When the mouse pointer approaches one corner of the card, this corner of the card will tilt downward. The current problem is that the card is not ...
Amias's user avatar
  • 17
0 votes
0 answers
113 views

I am getting errors when using a variable that is dependent on the value of a texture sample in the critical section of my fragment shader. From what I understand, one should not sample textures in ...
Remus Wong's user avatar
1 vote
1 answer
249 views

I have a project that I was working on for some time. I came back to it yesterday to find that the project didn't load anymore. I'm now getting the following error: Uncaught (in promise) ...
tlckpl's user avatar
  • 151
0 votes
1 answer
882 views

Fresh project. I create the project with ng new, then immediately upgrade to angular 19 with ng upgrade @angular/core@19 @angular/cli@19. I then install WebGPU type bindings npm install --save-dev @...
Xirema's user avatar
  • 20k
0 votes
0 answers
101 views

I'm using emscripten 3.1.59. When I make webgpu calls, some of the calls made from C++ layer, results in a garbage string value in JS layer. As an example, a call to wgpuInstanceCreateSurface. When I ...
user1455545's user avatar

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