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WebGPU and Compute Shaders for Real-Time Graphics

WebGPU and Compute Shaders for Real-Time Graphics PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 126

Book Description
WebGPU and Compute Shaders for Real-Time Graphics – A Practical Guide to Web-Based GPU Acceleration Unleash the limitless potential of next-generation web graphics development with WebGPU and compute shaders. WebGPU, a cutting-edge graphics API, is transforming the web landscape. It offers an array of features that surpass WebGL, including compute shaders and storage buffers. These innovations unlock new horizons for crafting ultra-responsive, high-performance web experiences, ideal for real-time data visualization, scientific simulations, machine learning, web games, and more. This eBook is your definitive guide to mastering WebGPU and compute shaders. It starts by covering the basics of WebGPU, including shaders, buffers, and pipelines. Then, it dives into the more advanced topics of compute shaders and storage buffers. Finally, it provides real-world examples of how to use WebGPU and compute shaders to create stunning real-time web graphics. What you'll learn: · The basics of WebGPU and Compute Shaders. · How to use compute shaders to render simple 3D surfaces. · How to use compute shaders to render Parametric 3D surfaces. · How to use compute shaders to render 3D super shapes. · How to use storage buffers to store large amounts of data on the GPU. Who this book is for: · Web developers eager to elevate their proficiency in crafting high-performance web graphics. · Graphics enthusiasts keen to explore the latest real-time graphics technologies. · Tech explorers who want to be at the forefront of web development innovation. Empower your journey in web graphics: WebGPU and Compute Shaders for Real-Time Graphics is your passport to shaping the future of web-based 3D graphics. Whether you're a web developer, a graphics enthusiast, a game developer, or a tech explorer, this eBook is the perfect resource for you. Order your copy today and start creating stunning real-time web graphics like never before!

WebGPU and Compute Shaders for Real-Time Graphics

WebGPU and Compute Shaders for Real-Time Graphics PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 126

Book Description
WebGPU and Compute Shaders for Real-Time Graphics – A Practical Guide to Web-Based GPU Acceleration Unleash the limitless potential of next-generation web graphics development with WebGPU and compute shaders. WebGPU, a cutting-edge graphics API, is transforming the web landscape. It offers an array of features that surpass WebGL, including compute shaders and storage buffers. These innovations unlock new horizons for crafting ultra-responsive, high-performance web experiences, ideal for real-time data visualization, scientific simulations, machine learning, web games, and more. This eBook is your definitive guide to mastering WebGPU and compute shaders. It starts by covering the basics of WebGPU, including shaders, buffers, and pipelines. Then, it dives into the more advanced topics of compute shaders and storage buffers. Finally, it provides real-world examples of how to use WebGPU and compute shaders to create stunning real-time web graphics. What you'll learn: · The basics of WebGPU and Compute Shaders. · How to use compute shaders to render simple 3D surfaces. · How to use compute shaders to render Parametric 3D surfaces. · How to use compute shaders to render 3D super shapes. · How to use storage buffers to store large amounts of data on the GPU. Who this book is for: · Web developers eager to elevate their proficiency in crafting high-performance web graphics. · Graphics enthusiasts keen to explore the latest real-time graphics technologies. · Tech explorers who want to be at the forefront of web development innovation. Empower your journey in web graphics: WebGPU and Compute Shaders for Real-Time Graphics is your passport to shaping the future of web-based 3D graphics. Whether you're a web developer, a graphics enthusiast, a game developer, or a tech explorer, this eBook is the perfect resource for you. Order your copy today and start creating stunning real-time web graphics like never before!

Practical WebGPU Graphics

Practical WebGPU Graphics PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 445

Book Description
WebGPU is the next-generation graphics API and future web standard for graphics and compute, aiming to provide modern 3D graphics and computation capabilities with the GPU acceleration. This book provides all the tools you need to help you create advanced 3D graphics and GPU computing on the web with this new WebGPU API. The book starts by taking you through the WebPack-TypeScript template for building the WebGPU apps and then shows you the WebGPU basics, shader program, GPU buffer, and rendering pipeline. Next, you will learn how to create primitives and simple objects in WebGPU. As you progress through the chapters, you will get to grips with advanced WebGPU topics, including 3D transformation, lighting calculation, colormaps, and textures. At the same time, you will learn how to create advanced 3D WebGPU objects, including various 3D wireframes, 3D shapes, simple and parametric 3D surfaces with colormaps and textures, as well as 3D surface plots and fractal graphics described by complex functions. In addition, you will explore new WebGPU features, such as compute shader and storage buffer, and how to use them to simulate large particle systems. By the end of this book, you will have the skill you need to build your own GPU-accelerated graphics and computing on the web with the WebGPU API. The book includes: - Template based on WebPack and TypeScript for developing WebGPU apps. - WebGPU basics, GLSL and WGSL shaders, and rendering pipeline. - Create primitives and simple shapes in WebGPU. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping.- Color model, colormaps, and color interpolation. - Create 3D shapes, wireframes, surfaces, and 3D charts. - Create 3D plots and fractal graphics using complex functions. - Compute shaders, storage buffers, and large particle system simulation.

WebGPU for Complex Function Visualization

WebGPU for Complex Function Visualization PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 98

Book Description
WebGPU for Complex Function Visualization – Learn to Create Real-Time Visualization of Complex Functions Using WebGPU and Compute Shaders Embark on a journey into the future of web-based visualization with “WebGPU for Complex Function Visualization.” This book is your definitive guide to creating real-time, stunning visuals of complex functions using WebGPU and compute shaders. Inside this book, you will: Explore the next-generation graphics technology through step-by-step, real-world examples that empower you to visualize complex functions like never before on the web. Master the art of domain coloring, a process that transforms intricate mathematical data into vivid, dynamic visual representations. Gain insights into the intricacies of rendering 3D surface plots for complex functions on both the CPU and GPU, and discover how to optimize performance. Unleash the true potential of WebGPU by harnessing the power of compute shaders to accelerate domain coloring computations, achieving real-time performance for even the most extensive complex plane grids. This comprehensive resource goes beyond theory, offering practical insights and sample code listings that guide you through each step of the process. As you work through the example projects, you will develop a deep understanding of complex function graphics techniques, enabling you to effortlessly create sophisticated 3D graphics for your web applications. Whether you are captivated by the mathematical beauty of complex functions or eager to elevate your web development skills, this book is your gateway to a world of immersive and dynamic web-based visualization. Join the revolution in web graphics and start crafting stunning visuals with WebGPU today!

WebGPU Voxel Terrains

WebGPU Voxel Terrains PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 136

Book Description
WebGPU Voxel Terrains: Create Volumetric Landscapes Using Compute Shaders Learn how to create stunning voxel terrains for your web applications with this concise guide. This book covers the entire process of voxel terrain creation, from the basics of marching cubes to advanced techniques like crafting voxel volcanoes. With practical code examples, you'll have hands-on guidance throughout. Explore real-time voxel terrain creation with WebGPU and compute shaders. By reading and practicing with the included examples, you'll gain a deep understanding and the ability to implement these techniques in your own projects. Discover practical projects to solidify your skills in voxel terrain generation. This book is suitable for web developers, game developers, and anyone interested in procedural voxel terrain creation.

WebGPU Marching Cubes

WebGPU Marching Cubes PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 117

Book Description
WebGPU Marching Cubes – A Practical Guide to Creating Implicit 3D Surfaces and Metaballs using WebGPU and Compute Shaders Welcome to the future of web graphics development! WebGPU Marching Cubes is an immersive eBook that takes a practical approach to learning WebGPU, the next-generation graphics API currently under development by the W3C GPU for the Web Community Group. This comprehensive resource equips you with the tools you need to make your web projects visually stunning, whether you're a seasoned developer or just starting out. Inside, you'll unlock the secrets to creating implicit 3D surfaces and mesmerizing metaballs on the web, all using the power of the new WebGPU graphics API. We've simplified the learning process by breaking down WebGPU concepts, ensuring that even beginners with minimal experience can grasp the fundamentals of advanced graphics development. Inside this book, you'll explore: - How to use the marching cubes algorithm to create intricate 3D surfaces - How to harness the power of compute shaders to enhance your 3D graphics in web applications - A complete guide to implicit 3D surface generation in WebGPU, with comprehensive sample code listings - Hands-on learning opportunities with example programs that allow you to explore the 3D graphics techniques explained in the book WebGPU Marching Cubes is your gateway to unlocking the full potential of WebGPU and bringing breathtaking 3D graphics to your web applications. Whether you aspire to create immersive game environments, interactive data visualizations, or stunning web designs, this book will set you on the path to success. Join the ranks of forward-thinking web developers who are embracing the future of graphics with WebGPU. Get your copy today and embark on a journey that will elevate your web development skills to new heights. Your audience will thank you for the visually stunning experiences you'll create.

WebGPU by Examples - Learn and Explore Next-Generation Web Graphics and Compute API

WebGPU by Examples - Learn and Explore Next-Generation Web Graphics and Compute API PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 522

Book Description
Are you ready to take your web graphics to the next level? Look no further than "WebGPU by Examples". This comprehensive guide equips you with all the tools you need to create stunning 3D graphics in your web applications with the help of GPU acceleration. With this book, you will discover how to design an array of 3D graphics, from basic shapes like cubes, spheres, cylinders, and tori to intricate 3D graphics like wireframes, simple and parametric surfaces, supershapes, implicit surfaces, procedural terrains, volcanoes, Minecraft, voxel terrains, text rendering, and complex function visualization, as well as particle systems made using compute shaders. The author has simplified the learning process by breaking down the concepts of WebGPU, the cutting-edge graphics API for the Web, so even those with minimal experience can grasp the fundamentals of advanced graphics development. This book includes: - Introduce a starter template for graphics programming with WebGPU. - Create basic 3D shapes like cube, sphere, cylinder, torus, etc. - Design intricate 3D surface graphics such as wireframes, simple and parametric 3D surfaces, and procedural terrains. - Simulate light and shadow using different models, including point, directional, and spot light. - Implement physical-based rendering lighting methods to create realistic graphics. - Apply colormap and texture techniques to 3D surfaces. - Generate 3D surfaces and super shapes using compute shaders for improving performance. - Construct marching cubes for generating 3D implicit surfaces, metaballs, and voxel terrains. - Visualize complex functions using 3D plots and domain coloring. - Create particle systems for 3D graphics applications. Whether you are a beginner or an experienced developer, this book is the ideal resource to help you design a wide range of graphics applications in WebGPU. So, are you ready to explore next-generation web graphics and compute API? Start your journey with "WebGPU by Examples" today!

Practical GPU Graphics with wgpu and Rust

Practical GPU Graphics with wgpu and Rust PDF Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 470

Book Description
wgpu is the next-generation graphics API and future standard in Rust for both native devices and the web, aiming to provide modern 3D graphics and computation capabilities using GPU acceleration. This book provides all the tools you need to create advanced 3D graphics and GPU computing in Rust using this new wgpu API. First, this book will take you through the development environment for building wgpu applications in Rust, and then introduce Rust and wgpu basics, shader programs, GPU buffers, and rendering pipelines. Next, you will learn how to create primitives and simple objects in wgpu. As you progress through the chapters, you will get to grips with advanced wgpu topics, including 3D transformations, lighting calculations, colormaps, and textures. At the same time, you will learn how to create advanced 3D wgpu objects, including various 3D wireframes, 3D shapes, and simple and parametric 3D surfaces with colormaps and textures, as well as beautiful 2D and 3D fractal images described by complex functions. In addition, you will explore new wgpu features such as the compute shader and storage buffers, and use them to simulate large particle systems. By the end of this book, you will have the solid skills you need to build your own GPU-accelerated graphics and computing applications on both native devices and the web in Rust with the wgpu API. This book includes: - Development environment and tools for building wgpu apps in Rust. - Rust and wgpu basics, WGSL shaders, and rendering pipeline. - Primitives and simple shapes in wgpu. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping. - Color model, colormaps, and color interpolation. - 3D shapes, wireframes, surfaces, and 3D charts. - 2D and 3D fractal images created in the fragment shader. - Compute shaders, storage buffers, and large particle system simulation.

Introduction to 3D Game Programming with DirectX 11

Introduction to 3D Game Programming with DirectX 11 PDF Author: Frank Luna
Publisher: Mercury Learning and Information
ISBN: 1937585964
Category : Computers
Languages : en
Pages : 1029

Book Description
This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation, the compute shader, dynamic shader linkage and covers advanced rendering techniques such as screen-space ambient occlusion, level-of-detail handling, cascading shadow maps, volume rendering, and character animation. Includes a companion CD-ROM with code and figures. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected].

Vulkan Cookbook

Vulkan Cookbook PDF Author: Pawel Lapinski
Publisher: Packt Publishing Ltd
ISBN: 1786464705
Category : Computers
Languages : en
Pages : 692

Book Description
Work through recipes to unlock the full potential of the next generation graphics API—Vulkan About This Book This book explores a wide range of modern graphics programming techniques and GPU compute methods to make the best use of the Vulkan API Learn techniques that can be applied to a wide range of platforms desktop, smartphones, and embedded devices Get an idea on the graphics engine with multi-platform support and learn exciting imaging processing and post-processing techniques Who This Book Is For This book is ideal for developers who know C/C++ languages, have some basic familiarity with graphics programming, and now want to take advantage of the new Vulkan API in the process of building next generation computer graphics. Some basic familiarity of Vulkan would be useful to follow the recipes. OpenGL developers who want to take advantage of the Vulkan API will also find this book useful. What You Will Learn Work with Swapchain to present images on screen Create, submit, and synchronize operations processed by the hardware Create buffers and images, manage their memory, and upload data to them from CPU Explore descriptor sets and set up an interface between application and shaders Organize drawing operations into a set of render passes and subpasses Prepare graphics pipelines to draw 3D scenes and compute pipelines to perform mathematical calculations Implement geometry projection and tessellation, texturing, lighting, and post-processing techniques Write shaders in GLSL and convert them into SPIR-V assemblies Find out about and implement a collection of popular, advanced rendering techniques found in games and benchmarks In Detail Vulkan is the next generation graphics API released by the Khronos group. It is expected to be the successor to OpenGL and OpenGL ES, which it shares some similarities with such as its cross-platform capabilities, programmed pipeline stages, or nomenclature. Vulkan is a low-level API that gives developers much more control over the hardware, but also adds new responsibilities such as explicit memory and resources management. With it, though, Vulkan is expected to be much faster. This book is your guide to understanding Vulkan through a series of recipes. We start off by teaching you how to create instances in Vulkan and choose the device on which operations will be performed. You will then explore more complex topics such as command buffers, resources and memory management, pipelines, GLSL shaders, render passes, and more. Gradually, the book moves on to teach you advanced rendering techniques, how to draw 3D scenes, and how to improve the performance of your applications. By the end of the book, you will be familiar with the latest advanced techniques implemented with the Vulkan API, which can be used on a wide range of platforms. Style and approach This recipe-based guide will empower you to implement modern graphic programming techniques and help gain a solid understanding of the new Vulkan API.

OpenGL ES 2 for Android

OpenGL ES 2 for Android PDF Author: Kevin Brothaler
Publisher: Pragmatic Bookshelf
ISBN: 1680504061
Category : Computers
Languages : en
Pages : 544

Book Description
Printed in full color. Android is booming like never before, with millions of devices shipping every day. It's never been a better time to learn how to create your own 3D games and live wallpaper for Android. You'll find out all about shaders and the OpenGL pipeline, and discover the power of OpenGL ES 2.0, which is much more feature-rich than its predecessor. If you can program in Java and you have a creative vision that you'd like to share with the world, then this is the book for you. This book will teach you everything you need to know to create compelling graphics on Android. You'll learn the basics of OpenGL by building a simple game of air hockey, and along the way, you'll see how to initialize OpenGL and program the graphics pipeline using shaders. Each lesson builds upon the one before it, as you add colors, shading, 3D projections, touch interaction, and more. Then, you'll find out how to turn your idea into a live wallpaper that can run on the home screen. You'll learn about more advanced effects involving particles, lighting models, and the depth buffer. You'll understand what to look for when debugging your program, and what to watch out for when deploying to the market. OpenGL can be somewhat of a dark art to the uninitiated. As you read this book, you'll learn each new concept from first principles. You won't just learn about a feature; you'll also understand how it works, and why it works the way it does. Everything you learn is forward-compatible with the just-released OpenGL ES 3, and you can even apply these techniques to other platforms, such as iOS or HTML5 WebGL.