Any idea how close Apple is to shipping stable WebGPU? They are the main bottleneck in terms of marketshare, Chrome has shipped it on Windows and Android already.
It’s in advanced safari iOS feature flags right now, and has been for a while. It works on the demos for PlayCanvas, but I can’t speak to long term stability .
What sort of things will compute shaders on the web unlock that wasn't possible before? Asking as someone with only a little graphics programming experience
They unlock a lot of advanced graphics techniques that are too slow to do CPU-side but work well in parallel on GPU. It's a pretty wide variety of things, but e.g. lighting, mesh manipulation, terrain, voxels, post-processing.
I think you'll begin to see more advanced particle systems and physical simulations for a start. And 3D Gaussian Splatting will probably benefit too (since compute will probably enable much faster sorting of splats). So it's not really that this stuff wasn't possible before...but compute will enable these techniques to run far faster.
With WebGPU, Stable Diffusion in the browser (watch out, once you click the "Generate" button, it will fetch 2 GByte of daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaata) (and probably make your laptop hang whiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiile generating, as you can tell by my typing).
jsheard|1 year ago
ovenchips|1 year ago
edgedeveloper44|1 year ago
koolala|1 year ago
givinguflac|1 year ago
kamikazeturtles|1 year ago
pjmlp|1 year ago
See offline renders like OTOY, that make use of CUDA.
However we could already have gotten them via WebGL Compute, as they are part of OpenGL ES, had its implementation not been sabotaged.
https://github.com/9ballsyndrome/WebGL_Compute_shader
https://registry.khronos.org/webgl/specs/latest/2.0-compute/
https://issues.chromium.org/issues/40150444
daredevildave|1 year ago
ovenchips|1 year ago
h4x0rr|1 year ago
astlouis44|1 year ago
Eduard|1 year ago
https://websd.mlc.ai/