Graphics, Vis, & WASM @ https://xitter.cf/t.co/52EVxXPubN . ChameleonRT (https://xitter.cf/t.co/CugJOaWs74) & WebGPU @willgfx@mastodon.social https://xitter.cf/t.co/FfWCaKDnyk

Los Angeles, CA
Joined March 2014
I wrote a post + interactive tool on the RTX shader binding table to explain it across DXR/Vulkan/OptiX willusher.io/graphics/2019/1…. With the tool you can setup an SBT, scene and call trace ray to see what shaders are called! At the end I bring the SBT back to the CPU with Embree
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Announcing - WebGPU Puzzles: Learn GPU Programming in Your Browser It's a web app that let’s you practice writing GPU compute kernels using WebGPU - runs 100% in the browser, locally on your GPU (even tiny integrated laptop GPUs).
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⚡ Ray Tracing + 3D Gaussians = New Possibilities! Gaussian splatting is limited by rasterization—our #SIGGRAPHAsia2024 paper shows how to ray trace instead, enabling reflections, shadows, fisheye cameras, and more. The most important (and hardest!) part is making it fast. (1/N)
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C++ code is out! The Signed Heat Method has been added to geometry-central. In 3D, compute generalized SDFs to point clouds, triangle meshes, and polygon meshes. The method should "just work" on geometry with holes, intersections, nonmanifold-ness, etc. Links below 🔽
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Will Usher retweeted
Check out our new paper "Visualization of Large Non-Trivially Partitioned Unstructured Data with Native Distribution on High-Performance Computing Systems" with @serkand_cs, @IngoWald, @stefanzellmann, Joao Barbosa, @NateMorrical, and Ugur Gudukbay tinyurl.com/2jc7v7um
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Latest demo of the Denoiser is up! Integrated with @garrettkjohnson's Three-GPU-Pathtracer #WebGL Based, @threejs and @TensorFlow powered using OIDN models and weights. Some big pains getting all these libraries working together and still a long way to go denoiser-three-pathtracer.ve…
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Will Usher retweeted
🥳 I just open-sourced the web port of Open Image Denoise: github.com/pissang/oidn-web/ It has been integrated into Vector to 3D for weeks. It significantly reduces users' render time and usually produces very clean results. Huge thanks to the hard work of the OIDN team for creating such a magical denoising library. Also, thanks to @maxliani for the inspiration to port OIDN to other platforms. #webgl #webgpu #tfjs
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Excited to share some excellent work with Landon Dyken and @sidharthIO : willusher.io/publications/pr…, we extend our #WebGPU progressive raycasting pipeline w/ ML image completion to stop raycasting early and complete the image with ML! It can still run in the browser w/ ONNX WebGPU!
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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-prog… & grab the code: github.com/ldyken53/TVCG-pro… !
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The red pixels here show the incomplete rays, which are terminated and filled in by the model once 85% of pixels are complete
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I wrote about publishing and using a C++ #WebAssembly package on NPM to write WASM modules that fit into a larger frontend app: willusher.io/blog/ship-wasm-… . The example code is on Github: github.com/Twinklebear/ship-… and works with the same VSCode debugging setup I wrote about before!
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Here's an amazing new SIGGRAPH paper from @daseyb/@ejdeon/@tunabrain/@wkjarosz that achieves one of the holy grails of modern rendering: unifying microfacets+volumes for light transport. Along the way the authors make a lot of neat observations and unlock cool new abilities too!
I'm excited to share our #SIGGRAPH2024 paper on unifying stochastic representations for light transport: cs.dartmouth.edu/~wjarosz/pu… We show how to use stochastic implicit surfaces to describe microfacet surfaces and participating media (and a bunch of new things in between).
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I wrote about using CMake, VSCode & wasm-tools to build/ship/debug a C++ #WebAssembly module that fits into a larger frontend app: willusher.io/blog/build-ship… Set breakpoints, inspect vars, and reconstruct stack traces from prod! Tell me about the cool stuff you're doing with #Wasm!
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Will Usher retweeted
I will give a talk at #SIGGRAPH2024 about a new way of evaluating #Bezier #curves that I call Seiler's Interpolation, using half the linear interpolations of #deCasteljau's algorithm. I built an interactive demo: cemyuksel.com/research/seile… See the extended abstract for the details.
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If you are still using std::unordered_map, worth checking for faster replacements. std is usually 2x-3x slower, up to 87x slower in worst case (vs best). jacksonallan.github.io/c_cpp…
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After 15+ years of exploring "Easy 3D" through SDFs, we've now put #ProjectNeo together, which you can try today in beta here: projectneo.adobe.com/
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Happy to announce the results of our latest research, which takes 3D Gaussian Splatting to the next level: "A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets," which has been accepted at #SIGGRAPH2024!🎉 Find it here: repo-sam.inria.fr/fungraph/h…
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Finally got back to my "0 to #glTF with #WebGPU" series, this post looks at adding basic material and texture support to get nicer looking renderings (and more interesting workloads to try and batch up later): willusher.io/graphics/2024/0… code: github.com/Twinklebear/webgp…
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I just published a blog about implementing marching cubes in #WebGPU and benchmarking it against a native #Vulkan implementation: willusher.io/graphics/2024/0… , as a spoiler, the WebGPU version performs on par with the native Vulkan one!
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Try out the WebGPU version yourself: willusher.io/webgpu-marching… and the Vulkan one if you're interested: github.com/Twinklebear/vulka… , I'd be curious to see what perf results people get!
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