GPU

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GPU - 3D graphics programming, neural networks, WebGL, WebGPU, WebNN, shaders, generative textures and models, OpenGL, DirectX, Metal, Vulkan, Computer Generated Holography

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I've kept playing with shader programming and managed to export a trained neural network's weights as GLSL variable definitions. The code is ugly as hell as I've done a lot of quick experiments with it, and I went all-in with macros where functions would probably be better suited. I hope you still find it interesting.

Excluding neural network weights, the whole thing is ~300 lines of code and can run a few variations of a simple convolutional network.

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cross-posted from: https://lemmy.pierre-couy.fr/post/678825

Hi ! I've been working on this article for the past few days. It would mean a lot to me if you could provide some feedback.

It is about implementing a physico-chemical simulation as my first attempt to write a shader. The code is surprisingly simple and short (less than 100 lines). The "Prerequisite" and "Update rules" sections, however, may need some adjustments to make them clearer.

Thanks for reading

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This is an integration of the text effects system I'm working on https://font.skin with my game engine https://curva.app The character is drag-and-drop uploaded Daz 3D model in FBX format

Any video longer than this fails to upload!

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submitted 5 months ago* (last edited 5 months ago) by Pawel to c/gpu
 
 

In order to learn programming holograms I'd like to gather some sources in this post.

The linked paper describes already optimised way of rendering holograms. I'd like to find a naive implementation of a hologram i.e. in ShaderToy using interferometric processing of stored inteference patterns like it works in a physical hologram(I guess). I also want this to be a resource to learn how laser holograms work in real life.

To create an introduction project to holographic rendering these steps will be required.

  1. Store a sphere or a cube interference patterns in a texture. This should be a model of our physically correct hologram. Note: If this step requires saving thousands of textures we should limit the available viewing angles(if that's what helps)
  2. Load the rendered patterns as a texture or an array of textures into a WebGL program
  3. Create a shader that will do the interferometric magic to render the sphere/cube from the hologram model

The performance of the solution is irrelevant. Even if takes and hour to generate the data and a minute to render one frame in low resolution that's fine.

Note: The goal is not about creating anything that visually looks like a cool hologram or rendering 3D objects with a volume like with SDFs or volume rendering. It's all about creating a basic physical simulation of viewing a real hologram.

Update 1: Book: Introduction to Computer Holography: Creating Computer-Generated Holograms as the Ultimate 3D Image https://play.google.com/store/books/details?id=kKHYDwAAQBAJ&rdid=book-kKHYDwAAQBAJ

A list of sources: https://github.com/bchao1/awesome-holography

This is something that could be the beginning of step 1 https://www.shadertoy.com/view/clyyzd based on https://www.shadertoy.com/view/DtKSDW

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The video posted is part of my friend’s art exhibition last Friday. It’s avaialble at https://gallery.font.skin server “ARK”

The other server “Fontland” is a gallery of effects built in Font.Skin where you walk around with a girl(which is bald - my Daz 3D importer is not perfect) and discover different real-time-rendered text effects. The effects are in form of screens which are also textured rect area lights giving cool reflections.

The effects can be built using WebGL in https://font.skin The best way to start is to paste a simple ShaderToy shader into “Frag shader” tab and replace some variables with “textEdgeDist” and “auraEdgeDist”