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#wgpu

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Alkanen<p>Managed to totally break rendering while working on stacking post-process effects. I think it looks cool though. Will be back soon. <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/problems" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>problems</span></a> <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a> <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a></p>
Alkanen<p>I was reading about the Vitruvian Man and thought why not a Vitruvian Bicycle? It did not turn out as artistic as I imagined but I still think it is a good attempt. Queen's Bicycle Race is playing in the background in spirit. <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/creativeCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativeCoding</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a></p>
Alkanen<p>I never realized cylinders could be this versatile. These are all cylinders with different sector counts. I guess if you can only have one primitive mesh type in your game, it should be a cylinder. <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/cylinder" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>cylinder</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a> <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a> <a href="https://mastodon.art/tags/creativeCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativeCoding</span></a></p>
Alkanen<p>It's a lot of fun figuring out rendering basics through trial and error. Fixing the UVs and normals for a cylinder was much harder than I thought. It's still not perfect because of missing seam vertices but good enough for the next step. <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a> <a href="https://mastodon.art/tags/creativeCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativeCoding</span></a> <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a></p>
Alkanen<p>Got carried away with mazes and ended up adding them to my renderer. Each frame generates a new maze on all faces. Not sure where this is going, and as Picasso said: "To know what you are going to draw, you have to begin drawing." <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a> <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/maze" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>maze</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/creativeCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativeCoding</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a></p>
Alkanen<p>Printed and framed one of my earlier renderings and even signed it. Made me feel like an artist for a short while. XD <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a> <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a> <a href="https://mastodon.art/tags/creativeCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativeCoding</span></a></p>
Poire<p>Hi everyone.</p><p>I apologize if the updates are slow, but my brain just doesn't work during heatwaves and also I've decided to switch to a full rust stack.</p><p>I moved from Vulkan/SDL/Imgui to WGPU, Winit and Egui.</p><p>As you can see it's going well</p><p><a href="https://mastodon.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gamedev</span></a></p>
EuroRust<p>Async meets GPU compute. Shaders + Tokio working together. It’s not production-ready, but it’s real, and it works. Ada will walk through what’s smooth, what’s clunky, and where this all might go.</p><p>➡️ <a href="https://eurorust.eu/talks/building-a-chatbot-service/?utm_source=mastodon&amp;utm_medium=social&amp;utm_campaign=25-06-26-speaker-ada-hieta" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">eurorust.eu/talks/building-a-c</span><span class="invisible">hatbot-service/?utm_source=mastodon&amp;utm_medium=social&amp;utm_campaign=25-06-26-speaker-ada-hieta</span></a></p><p><a href="https://fosstodon.org/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a> <a href="https://fosstodon.org/tags/WGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WGPU</span></a> <a href="https://fosstodon.org/tags/Tokio" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Tokio</span></a> <a href="https://fosstodon.org/tags/AI" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>AI</span></a></p><p>🧵2/2</p>
John-Mark Gurney<p>Really wish there was an easy and/or documented way for me to see what the shader program gets compiled to. Partly so I can understand the GPU architecture better, but also to know how it's compiling and optimizing the code.</p><p>I have gotten naga to run and convert to metal, but still, it's not compile/optimized yet.</p><p><a href="https://flyovercountry.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://flyovercountry.social/tags/WebGPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>WebGPU</span></a></p>
Alkanen<p>Working on mazes on the side gave me a new idea for fōrma that needed texture support. It was long overdue anyway. And combining new features with the previous ones is already leading to some interesting effects. <a href="https://mastodon.art/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://mastodon.art/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://mastodon.art/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.art/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://mastodon.art/tags/forma" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>forma</span></a> <a href="https://mastodon.art/tags/generativeArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>generativeArt</span></a> <a href="https://mastodon.art/tags/creativeCoding" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>creativeCoding</span></a></p>
Kernel Bob<p>After two solid days of hacking, I've got a simple canvas that I can draw on. In Rust, using wgpu, running on a Mac. Now I can actually start working on reaction diffusion.</p><p>Rust calls C for the actual pixel painting. I will implement the actual R-D code in C, too, because this is ultimately going to run on an ESP32 with a touch screen. That's also why the canvas is such an odd size. 240 × 280.</p><p>🧵 6/N</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://chaos.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a> <a href="https://chaos.social/tags/MacOS" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MacOS</span></a> <a href="https://chaos.social/tags/ReactionDiffusion" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ReactionDiffusion</span></a></p>
Kernel Bob<p>But this thread isn't about the wgpu cube. That's just the introductory anecdote.</p><p>Today I started another Rust/wgpu project and remembered how very hard this stuff is. wgpu is at least 0.4 on the Vulkan scale of overengineered complexity.</p><p>This is going to be an exploration of reaction-diffusion algorithms, and just maybe fluid flow. I'm using wgpu as a way to get 2D pixels onto the screen.</p><p>🧵 5/N (reposted to attach this toot to the thread)</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Kernel Bob<p>Here are the sources. Today's changes haven't been committed or pushed yet.</p><p><a href="https://github.com/kbob/wgpu-cube" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/kbob/wgpu-cube</span><span class="invisible"></span></a></p><p>🧵 4/N</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Kernel Bob<p>Stuff I learned:</p><p> - wgpu<br> - Rust<br> - virtual trackball<br> - lighting<br> - MSAA<br> - shadows<br> - textures<br> - PBR<br> - "Disney principled shading"<br> - light bloom<br> - resampling/decimation<br> - reflected lights<br> - render graphs<br> - Metal debugger<br> - Lanczos filter<br> + (edit) tone mapping</p><p>Each of those turned into a research project, generally exceeding how I used them here.</p><p>🧵 3/N</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Kernel Bob<p>Here's a short video. And yes, this is where my Mastodon avatar comes from.</p><p>In 2018-19 I made an actual LED cube from panels, 3D printed parts, and electronics. This app was originally going to be a simulator for new light patterns, but I got carried away with the visual effects and never got around to any patterns except the bouncing bands.</p><p><a href="https://makertube.net/w/fXb6YiGxeZjZLrG27AphCm" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">makertube.net/w/fXb6YiGxeZjZLr</span><span class="invisible">G27AphCm</span></a></p><p>🧵 2/N</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Kernel Bob<p>In 2022 I explored wgpu and made this rotating cube demo. In the last three years, it stopped running. Today I debugged it and got it running again. I didn't actually find the bug, but narrowed it down to a dependency. I upgraded the dependency I was using by 37 versions and rewrote my code to use the current API.</p><p>Anyway, it works again. I'd forgotten what a lot of work I'd put into this.</p><p>E.g., note the reflected glow on the floor and the bloom around the LEDs.</p><p>🧵?</p><p><a href="https://chaos.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://chaos.social/tags/rust" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rust</span></a></p>
John-Mark Gurney<p>Well, I'm half impressed with wgpu. It managed to compile fine on my 9 month old version of rust, and a few of the demos worked, but not all of them.</p><p>Just over half worked, 15 of 29. (Note that I assume that an example worked if it popped up a window to show me something. If the example just prints something out, I might have considered it a fail. Also, this may be because the ray tracing support is experimental, and 6 of the tests are of this type.)</p><p><a href="https://flyovercountry.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://flyovercountry.social/tags/GPUCompute" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPUCompute</span></a></p>
Ivan Enderlin 🦀<p>`vello_svg`, <a href="https://github.com/linebender/vello_svg" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/linebender/vello_sv</span><span class="invisible">g</span></a>.</p><p>An integration to render SVG files with Vello.</p><p>Play with it in the browser, <a href="https://linebender.org/vello_svg/" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">linebender.org/vello_svg/</span><span class="invisible"></span></a>.</p><p><a href="https://floss.social/tags/svg" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>svg</span></a> <a href="https://floss.social/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://floss.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://floss.social/tags/vello" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>vello</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a></p>
Ivan Enderlin 🦀<p>Vello, <a href="https://github.com/linebender/vello" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">github.com/linebender/vello</span><span class="invisible"></span></a>.</p><p>Vello is a 2D graphics rendering engine written in Rust, with a focus on GPU compute. It can draw large 2D scenes with interactive or near-interactive performance, using `wgpu` for GPU access.</p><p>The more I learn about Vello, the more I'm fascinated by the number of state-of-the-art techniques that are used. It's so rich.</p><p>e.g. Fast GPU bounding boxes on tree-structured scenes, <a href="https://arxiv.org/abs/2205.11659" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="">arxiv.org/abs/2205.11659</span><span class="invisible"></span></a></p><p><a href="https://floss.social/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://floss.social/tags/engine" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>engine</span></a> <a href="https://floss.social/tags/gpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gpu</span></a> <a href="https://floss.social/tags/2d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>2d</span></a> <a href="https://floss.social/tags/RustLang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RustLang</span></a> <a href="https://floss.social/tags/GPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPU</span></a> <a href="https://floss.social/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a></p>
Orhun Parmaksız 👾<p>This has so much potential...</p><p>🌀 **ratatui-wgpu** — A wgpu based rendering backend for Ratatui</p><p>✨ Now supports a customizable CRT shader pipeline</p><p>🌐Runs on web &amp; desktop!</p><p>🦀 Written in Rust &amp; built with <span class="h-card" translate="no"><a href="https://fosstodon.org/@ratatui_rs" class="u-url mention" rel="nofollow noopener" target="_blank">@<span>ratatui_rs</span></a></span></p><p>⭐ GitHub: <a href="https://github.com/Jesterhearts/ratatui-wgpu" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">github.com/Jesterhearts/ratatu</span><span class="invisible">i-wgpu</span></a></p><p><a href="https://fosstodon.org/tags/rustlang" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rustlang</span></a> <a href="https://fosstodon.org/tags/ratatui" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ratatui</span></a> <a href="https://fosstodon.org/tags/tui" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>tui</span></a> <a href="https://fosstodon.org/tags/wgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>wgpu</span></a> <a href="https://fosstodon.org/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://fosstodon.org/tags/backend" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>backend</span></a> <a href="https://fosstodon.org/tags/crt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>crt</span></a> <a href="https://fosstodon.org/tags/shader" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>shader</span></a> <a href="https://fosstodon.org/tags/terminal" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>terminal</span></a></p>