Color2Gray algorithm implementation
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Updated
May 9, 2026 - C++
Color2Gray algorithm implementation
Physarum-inspired slime mold simulation using C# and Unity compute shaders.
Infinite procedural terrain engine using WebGPU compute shaders, zero-allocation memory pooling, and predictive spatial streaming via Angular Signals.
Windows ReShade post-processing effects reimplemented as a portable Vulkan compute pipeline that runs on Metal via MoltenVK, including a multi-pass separable Bessel-IIR bloom.
Online editor to try out and share WebGPU compute shader snippets.
Implementation of the Computation At The Edge Of Chaos paper [Langton; 1990] via D3D11 Compute Shaders
Same algorithm, many languages: a not-so-serious benchmarking project.
How many boids can you simulate in Unity?
C++ library offering a high-level, convenient, safe API for GPU-accelerated computations using Direct3D 12 and compute shaders written in HLSL language.
Interactive Cyclic Cellular Automata implemented with D3D11 compute shaders
Imageasy: A GPU-accelerated image processing application using OpenGL and compute shaders.
a library that wraps the SharpDX library to be used like compute shaders in Unity
A simple GPU based particle system demo
Vulkan compute backend for PyTorch — runs on any GPU. PrivateUse1 dispatch, SPIR-V shaders, zero ROCm/CUDA dependency.
Real-time galaxy physics engine capable of simulating 10,000+ particles at 60 FPS using GLSL Compute Shaders and tiled shared memory.
Interactive fluid dynamics simulation with a portable core and Android app
High-performance GPU sorting library using WebGPU compute shaders (Bitonic Sort, Radix Sort) with TypeScript API, live demo, and comprehensive documentation
scuffed 2d wave equation simulation written in rust with vulkano
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