Next-generation graphics API for the Web

GPU
Joined October 2018
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Portal jumping through gaussian splat worlds with WebGPU. real time. sound on.
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WebGPU retweeted
Be extremely intentional with your friendships — not acquaintances, not business partners, actual friends Try to pick high-integrity people — the right people Invest time in those relationships Cut or downgrade folks who are transactional or who don’t show up for you Reallocate that time and energy to the right people who do It's ok to be cutthroat about this, as life is the memories you create with your friends and family. Invest in making moments.
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If eVTOL reaches maturity at 1 billion flights a day, I think $5T in annual revenue minimum. $40 Trillion long term market cap. Its about 600 million tonnes of global material supply
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twitters you do not want to upset, in order: 1. hindutva twitter 2. leftist twitter 3. film twitter (heavy overlap with 2) 4. polysemanticity twitter 5. right wing twitter (most of twitter)
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Still to add:- 16 other cars outside the 4 you choose from need new paintwork. Speech for each car so when you hit of near miss they speak, including non-English language with sub titles for jokes. HUD is being worked on at the moment. Final polish this track. Then tracks 2 through 6 to be built. About 10/hrs from start to this point. @threejs @WebGPU @Blender #ThreeJS #WebGPU #Blender #GameDev #UK
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Let's goooo baby!!!! A complete overhaul of the first version of Tesla Roadster: Thrust Lab I shared earlier. Improved physics, looks, lot more activities to do and a lot more fun!!! Created with @threejs and @webgpu Go play with it. Link below! #threejs #webgpu
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20 years of tin foil hat
There's something strangely magical about watching an entity think, grasp unsolved problems, and gain new insights in the process. "All top bits clear—20 bits, chance 1e-6. So indeed real-world. Wow, it's a real discovery."
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The back of the Navier-Stokes milestone shirt is the last line of the chain-of-thought from the solution:
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Replying to @threejs
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Milestone 4 of my @threejs meshlet #pathtracer tackles Zorah, @NVIDIA’s brutal 1.6B triangle test scene. The renderer had to mature: skinned meshlets, new neural denoiser/upscale, fog, water, reflections, 500+ lights, etc. Real-time, in-browser #WebGPU #raytracing #gamedev
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Building ultra safe flying cars that do multi million flights a day scale without any accident is probably a 100x more difficult problem than tesla self driving. $1T company right here.
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Probably $10T company
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I'd estimate a 10x bigger moat than ASML
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real time global illumination, now on webgpu compute-shader path tracing + a denoiser, so you can orbit and spin stuff and it stays relatively clean? What do you think? rgbjoy.com/experiments/globa… how it got from 13ms → 6.5ms a frame: bounce rays traced at a quarter res, edge-aware upsample so light doesn’t leak across edges, à-trous denoiser, and only the stuff near the spinning plus re-traces each frame. the rest just settles #WebGPU #GlobalIllumination #PathTracing #RayMarching #ThreeJS
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WebGPU in Chrome 153 and 154 brings major WGSL language upgrades → goo.gle/4hGkYAU You can now write directly to vector swizzles like position.xy = vec2f(10.0, 20.0) with the new swizzle_assignment extension. Also included in this release: • WGSL buffer_view for reinterpreting buffer memory with built-in functions • Direct mapping improvements in Dawn to eliminate extra GPU buffer copies
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Me opening a simulator myself for the first time since installing Argent
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My WebGPU path tracer is open source! 🎉 Physically based rendering, running right in your browser. MIT licensed. - WebGPU compute shader path tracing, with WebGL 2 fallback - Two-level BVH built using parallel Web Workers, based on TinyBVH. A 4.6M-triangle scene's BVH builds in just 0.5s on my M4 Max - Clean results from just a few samples with OIDN denoising - OpenPBR 1.1 materials - Physical camera with f-stop depth of field, AgX tone mapping, and bloom - Drop-in Three.js scene synchronization github.com/pissang/mutracer
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