44-Issue 8
High-Performance Graphics 2025
All HPG 2025 papers are now available on the EG digital library.
CGF papers: diglib.eg.org/handle/10.23...
Conference papers: diglib.eg.org/handle/10.23...
It has been a huge honor to act as HPG papers chair and guest editor and I look forward to an exciting program in Copenhagen.
21.06.2025 08:12 β π 52 π 24 π¬ 1 π 0
YouTube video by The Khronos Group
Large Scale Scientific Visualization with WebGL, WebGPU & WebAssemply at 3D on the Web 2025
I gave a talk on large-scale data visualization on the web at the 3D on the web meetup last month at GDC, check it out
youtu.be/HzcFzCkt5aU?... to hear about what I'm up to with #WebGL #WebGPU #WebAssembly #Jupyter and some challenges I'm working on that I'd love to chat about!
19.04.2025 17:59 β π 9 π 4 π¬ 1 π 0
3D on the Web
Deploying and developing royalty-free open standards for 3D graphics, Virtual and Augmented Reality, Parallel Computing, Neural Networks, and Vision Processing
If you're interested in 3D on the web and in the bay area next week for GDC/GTC or just live there, come by the meetup on Wednesday www.khronos.org/events/3d-on... ! There's a good line up of talks, I'll be talking about bringing scivis to the web w/ #WebGL / #WebGPU / #WASM
13.03.2025 02:31 β π 0 π 0 π¬ 0 π 0
An unlabeled satellite image is on the right and one with red/blue regions marking flood and dry zones on the left. Text in the middle states it took 10 clicks to label 6.9 million pixels
Our paper on elevation-aware flood extent mapping brings topologically guided segmentation to the web for crowdsourced labeling. ML flood mapping models trained on these maps w/ our correction framework get similar quality as those w/ solely expert labels! PDF: www.willusher.io/publications...
27.02.2025 05:30 β π 2 π 0 π¬ 0 π 0
A Stack-Free Traversal Algorithm for Left-Balanced k-d Trees
jcgt.org/published/00...
25.02.2025 16:14 β π 37 π 13 π¬ 0 π 0
Our new paper, Approximate Puzzlepiece Compositing, applies OIT to data-parallel rendering to efficiently render overlapping, jigsaw puzzle-like data distributions, without repartitioning or expensive compositing. It'll presented at Pacific Vis 2025, check it out: www.willusher.io/publications... !
27.01.2025 04:22 β π 15 π 2 π¬ 0 π 0
My new blog post explains spectral radiometric quantities, photometry and basics of spectral rendering. This is part 2/2 in a series on radiometry. Learn what it means when a light bulb has 800 lumen and how your renderer can account for that.
momentsingraphics.de/Radiometry2P...
19.01.2025 08:29 β π 45 π 10 π¬ 1 π 0
Screenshot of a window showing two panes: on the left is a script, and on the right is a fidget spinner
A wireframe mesh of an architectural cross-section
Marge Simpson, holding a squishy cube-sphere-intersection, with the caption "I just think they're neat!"
I've just announced my new (blazing-fast) kernel for implicit surfaces: mattkeeter.com/projects/fid...
It's got something for everyone: Cool graphs! Multithreaded WebAssembly! Terrible mesh topology! JIT compilers!
After three years, I'm excited to finally show it off to a wider audience π
08.01.2025 15:17 β π 194 π 40 π¬ 7 π 2
I'm late for ~7 months, but I've finally published my C++ & WebGPU raytracer on GitHub! I've tried to keep the code fairly commented and readable.
It works pretty well, but I've never managed to make refractions work with VNDF. Maybe another time :)
github.com/lisyarus/web...
18.12.2024 13:18 β π 140 π 24 π¬ 2 π 0
Screenshot of Slang x WebGPU README on GitHub (where the link in the post points)
Sharing a starter setup for using @shader-slang.bsky.social with #WebGPU in C++ with #CMake, either for native or web targets. πΉ Uses the #reflection API to auto-generate boilerplate code! β¨
π github.com/eliemichel/S...
Very happy to take feedback about what's good and bad in this demo! Moreβ€΅οΈ 1/8
26.11.2024 21:27 β π 39 π 15 π¬ 2 π 0
Khronos Group Launches Slang Initiative, Hosting Open Source Compiler Contributed by NVIDIA
The Khronos Group has announced the launch of the new Slangβ’β¦
Khronos will oversee the open-source Slang shading language and compiler www.khronos.org/news/press/k...
This is big. Slang is cross-platform, backward-compatible, and trivial to port to. It supports differentiation/gradient computation as the first-class citizen, allowing to merge ML and graphics.
21.11.2024 16:19 β π 57 π 17 π¬ 1 π 1
Nice summary of occupancy as a way to hide mem latency, but it is not the only (and sometimes not the best) way. Helping the compiler to add more instructions between the mem read issue and the data use by for eg partially unrolling a loop might help as well (from gpu-primitives-course.github.io)
17.11.2024 12:46 β π 81 π 10 π¬ 2 π 1
Shader records in the SBT tool
Sample scene with 2 instances, with 1 bunny geometry each in the SBT tool
Sample trace ray call in the SBT tool
I had kept this as my pinned tweet, it's 5yrs old but still relevant today! My post + interactive tool on the RTX shader binding table to explain it across #DXR / #Vulkan / #OptiX www.willusher.io/graphics/201... . The tool can setup an SBT, scene, and call trace ray to see what shaders are called!
16.11.2024 17:06 β π 19 π 1 π¬ 0 π 1
Graphics Programming weekly - Issue 365 - November 10th, 2024 www.jendrikillner.com/post/graphic...
11.11.2024 15:41 β π 117 π 33 π¬ 2 π 3
GitHub - TheRealMJP/SHforHLSL: SH for HLSL 2021
SH for HLSL 2021. Contribute to TheRealMJP/SHforHLSL development by creating an account on GitHub.
Here's something I've been working on that's (hopefully) useful for others: a single-header spherical harmonics support library for HLSL 2021
github.com/TheRealMJP/S...
04.11.2024 02:20 β π 91 π 23 π¬ 2 π 0
My Ray Tracing Gems Chapters
I put all of my Ray Tracing Gems chapters in one place where you can download them, extracted from books into separate PDFs: boksajak.github.io/blog/RayTrac...
There is:
1. "Ray Traced Shadows"
2. "Reference Path Tracer"
3. "Refraction Ray Cones"
4. "Many Lights With Grid-based Reservoirs"
25.10.2024 09:21 β π 63 π 22 π¬ 0 π 0
Graphics Programming weekly - Issue 362 - October 20th, 2024 www.jendrikillner.com/post/graphic...
26.10.2024 04:44 β π 86 π 29 π¬ 0 π 1
Emscripten 3.1.66 is out! π
github.com/emscripten-c...
Includes correctness fixes for pthreads and support for some newer WebGL extensions, among the usual bugfixes and general improvements.
10.09.2024 18:02 β π 1 π 1 π¬ 0 π 0
WebGPU Speculative Progressive Isosurface Raycaster
Ending traversal early and filling in the image improves overall rendering perf by removing long tail rays, further reduces the amount of data to be processed, and still provides a good image.
Try the demo: ldyken53.github.io/TVCG-progiso... and grab the code: github.com/ldyken53/TVC... !
02.07.2024 04:02 β π 0 π 0 π¬ 0 π 0
Excited to share some excellent recent work with Landon Dyken and Sidharth Kumar: www.willusher.io/publications..., we extend our progressive raycasting pipeline w/ an ML image completion step to stop raycasting early and complete the image with ML! It still runs in the browser using ONNX #WebGPU !
02.07.2024 04:01 β π 0 π 0 π¬ 1 π 0
Will Usher
I wrote about publishing and using a C++ #WebAssembly package on NPM to
write WASM modules that fit into a larger frontend app: www.willusher.io/blog/ship-wa... .
The example code is on Github: github.com/Twinklebear/... and
works with the same VSCode debugging setup I wrote about before!
23.06.2024 03:27 β π 0 π 0 π¬ 0 π 0
Will Usher
I wrote about using CMake, VSCode and wasm-tools to build/ship/debug a #C++ #WebAssembly module that integrates into a larger frontend app: www.willusher.io/blog/build-s... . Set breakpoints, inspect vars, and reconstruct stack traces from prod! Tell me about the cool stuff you're doing with #Wasm!
11.06.2024 19:10 β π 1 π 1 π¬ 0 π 0
Oh cool! I missed this when I was looking through your Learn WebGPU site, it looks about the same. I would have just used this instead and handled the Emscripten build w/ an ifdef outside it
30.05.2024 04:57 β π 0 π 0 π¬ 1 π 0
Associate Professor, University of Utah
Founder, Cyber Radiance
http://www.cemyuksel.com
These comics are only visible to cool people!!
https://topa.to/shen
get ready for some bad drawings. he/him
Staff Graphics Engineer at Unity, WebGPU and WebGL.
https://github.com/brendan-duncan
middle child, creator of anywidget.dev
building @marimo.io; prev @harvard.edu
Principal Technical Director @ Respawn
Formerly EA, Ubisoft
synth tinkerer (plinky); midjourney; NVResearch (InstantNGP/NeRF); cofounder MediaMolecule (Dreams, LittleBigPlanet); demoscene/vj (statix/bluespoon)
Graphics dev, creator of m.css and Magnum Engine. Sometimes using physical and virtual cameras to produce questionable art.
https://github.com/mosra Β· https://magnum.graphics Β· https://mcss.mosra.cz
computational physicist β’ accelerates accelerator research at @berkeleylab.bsky.social β’ laser-plasma aficionado β’ PByte connoisseur β’ mostly memory BW bound β’ openPMD β’ sciency C++ & π β’ GPGPU since before it was cool β’ he/his β’ Dr. rer. nat. Dipl.-Phys.
Just for announcing articles published in the Journal of Computer Graphics Tools, a diamond open access (free for all) journal at https://jcgt.org
Rendering Software Engineer tracing rays at NVIDIA | PhD Comp Sci | x-R&D at The Foundry entangling render delegates in Pixar USD | opinions - my own
β΄ https://linktr.ee/amihutz β΄
Troublemaker | Computer Architect | @Arm Servers Architect @Google | Former DE @RedHat | Former VP @Nuvia_Inc | Runner | Author | All views my own | #ArmServers
Scientific Visualisation Programmer.
NCI VizLab, National Computational Infrastructure, Australian National University.
Interested in all things HPC and CG.
Vimeo: https://vimeo.com/user100884632
Instagram: https://www.instagram.com/drew.whitehouse/
Senior Rendering Programmer at Sony Santa Monica Studio
π· http://instagram.com/jendrikillner/
π https://www.jendrikillner.com
Gfx coder and chip designer. He/him/3Dlabs/Muckyfoot/RAD/Valve/Oculus/Intel/Rec Room.
mastodon.gamedev.place/web/@TomF
(twitter.com/tom_forsyth if you're nasty)
Email salesman at Platformer.news and podcast co-host at Hard Fork.
Woven by Toyota | NASA JPL | #threejs, graphics, open source, and a bunch of fun projects!