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7 results for “WebGPU”.
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ChartGPU: WebGPU-Powered Charts That Hold Up at a Million Points
A WebGPU charting library that pans and zooms a million points without blinking. LTTB downsampling runs as a compute shader, hit-testing is GPU-accelerated, and each series ships as a single instanced draw. Line, area, bar, scatter, pie, candlestick. 97% TypeScript, 3% WGSL, MIT-licensed.
- Showcase
Deferred Rendering in WebGPU: Sponza with 400+ Compute-Driven Point Lights
Georgi Nikolov's WebGPU renderer puts 400+ point lights in the classic Sponza atrium. Deferred shading, cascaded shadows, Hi-Z reflections, TAA. Clean architecture that handles WebGPU's explicit pipelines without drama.
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WebGPU Water Simulation: Porting a Piece of Graphics History
The 2011 demo that helped inspire Figma gets a WebGPU rewrite. Ripples, caustics, raytraced reflections, and a bobbing sphere, all running on modern GPU APIs. Yong Su's port is a case study in what it takes to cross the WebGL-to-WebGPU bridge.
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Martin Laxenaire's Portfolio Is a WebGPU Game Built on His Own Engine
Martin Laxenaire turned his portfolio into a playable WebGPU experience powered by gpu-curtains, his own 3D engine. Procedural particles, boids, and invoice-sized spheres unlock as you interact. Full source code and a Codrops breakdown included.
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A 9k Forest: Node-Based 3D Assets in WebGPU
Sedon wires a node graph into a real-time WebGPU renderer to grow a whole forest from about 9k of data. Rayleigh skies, rippling water, runtime LOD terrain, and a saved scene that fits in a URL. The twist: nearly every shader and pipeline was vibe coded, no engine involved.
- Showcase
MasterSelects: A GPU-First Video Editor Built Entirely on WebGPU
A full video editor running in the browser with zero CPU roundtrip. 37 blend modes in one WGSL shader, GPU-accelerated scopes, optical flow scene detection, and SAM2 segmentation on-device. 13 dependencies. MIT licensed.
- Showcase
WebRF: The Longley-Rice Radio Propagation Model, Running in WebGPU Compute Shaders
Roman Liutikov ported the Longley-Rice ITM algorithm, a real-world radio propagation model used in cell network planning, entirely into WebGPU compute shaders. 1,200 lines of WGSL, a two-pass radial sweep architecture, and coverage maps that actually respect terrain.