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MNIST Interactive ML inference of a multi layer perceptron trained on the MNIST data set. Draw a digit and it tries to recognize the number you drew. This was made to go with the "Machine Learning For Game Developers" material by Alan Wolfe that shows how to do training and inference in plain C++: WebGPU Extensions Used: float32-filterable |
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Reconstruct Material Inverse rendering by Martin Mittring. Uses slang for automatic differentiation with compute shaders. This was part of the Gigi Jam lightning talks, which you can see on YouTube: Gigi Lightning Talks WebGPU Extensions Used: float32-filterable, maxStorageTexturesPerShaderStage=8 |
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Tiny BVH Ray tracing using a BVH made with the tinybvh library, and traversal code adapted from the library as well. Switch between the Stanford Bunny and Sponza. Give it 10-30 seconds to download the bvh files The Gigi Viewer can save vertex data into files in the "BVH_GPU" format which are then usable in WebGPU code generated by Gigi, or other applications. This demo is written to be standalone and easily copied if you want to do "software" raytracing in your own project. WebGPU code generation for ray generation shaders and inline raytracing that uses BVH is more opaque but uses the same mechanisms. The tinybvh library is by Jacco Bikker and is on github at: tinybvh |
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CasualPathtracing A simple path tracer supporting transparency that lets you select different scenes. |
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NeonDesert A stylized path tracer. WebGPU Extensions Used: float32-filterable |
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BlueNoiseAreaLights Compares White noise / FAST / IS FAST for raytracing area lights to showcase research we've published. Give it 10-30 seconds to download the noise textures. Papers: |
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VerletCar A playable 2d physics game running on the GPU. |
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MineSweeper A playable mine sweeper game running on the GPU. |
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Life Interactive conway's game of life running on the GPU. |
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