-
- Oakland, CA
-
02:39
(UTC -08:00) - @armansito@mastodon.gamedev.place
- https://@armansito.bsky.social
Lists (5)
Sort Name ascending (A-Z)
Stars
A real-time 3D fluid simulation implemented in WebGPU
Single-header dependency-free BVH construction and traversal library.
A minimal example of using Rust, wgpu, and egui without using eframe 🦀 Works on Windows/Linux/MacOS/Web/Android/OpenXR (Such as Quest 3 + Virtual Desktop)
Drawing graphics efficiently on Apple Vision using the Metal rendering API
3D-Graphics-Rendering-Cookbook, Second Edition
Servo aims to empower developers with a lightweight, high-performance alternative for embedding web technologies in applications.
using Mesh Shaders to generate shading intervals for volume rendering
Font introspection, complex text shaping and glyph rendering.
Toy Gaussian Splatting visualization in Unity
A massively parallel, optimal functional runtime in Rust
A port of Sebastian Aaltonen's `OffsetAllocator` to Rust
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.
Real-time GPU path tracing with an OpenUSD Hydra render delegate
A micro Vulkan compute pipeline and a collection of benchmarking compute shaders
Use this to build intuition for the IEEE floating-point format