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12 results for “WebGPU”.
- News
WebGPU Hits Critical Mass: All Major Browsers Now Ship It
Chrome, Firefox, Safari, and Edge all ship WebGPU by default. Eight years of spec work finally pays off. Here is what changed, where the gaps remain, and why this matters for graphics and compute on the web.
- News
WebGPU Meets Zero-Knowledge: Can Browser-Based Proving Finally Work?
zkSecurity integrated WebGPU compute shaders with StarkWare's Stwo prover and hit 5x speedups on constraint polynomial evaluation.
- Showcase
ChartGPU: WebGPU-Powered Charts That Hold Up at a Million Points
A WebGPU charting library that pans and zooms a million points without blinking. LTTB downsampling runs as a compute shader, hit-testing is GPU-accelerated, and each series ships as a single instanced draw. Line, area, bar, scatter, pie, candlestick. 97% TypeScript, 3% WGSL, MIT-licensed.
- News
Chrome 149-150 Brings Immediates to WebGPU
Chrome 149-150 adds WebGPU immediates, tightens transient attachment validation, and continues Dawn cleanup work. Small changes, but useful ones for developers pushing many tiny per-draw updates.
- Showcase
Deferred Rendering in WebGPU: Sponza with 400+ Compute-Driven Point Lights
Georgi Nikolov's WebGPU renderer puts 400+ point lights in the classic Sponza atrium. Deferred shading, cascaded shadows, Hi-Z reflections, TAA. Clean architecture that handles WebGPU's explicit pipelines without drama.
- Showcase
WebGPU Water Simulation: Porting a Piece of Graphics History
The 2011 demo that helped inspire Figma gets a WebGPU rewrite. Ripples, caustics, raytraced reflections, and a bobbing sphere, all running on modern GPU APIs. Yong Su's port is a case study in what it takes to cross the WebGL-to-WebGPU bridge.
- Showcase
Martin Laxenaire's Portfolio Is a WebGPU Game Built on His Own Engine
Martin Laxenaire turned his portfolio into a playable WebGPU experience powered by gpu-curtains, his own 3D engine. Procedural particles, boids, and invoice-sized spheres unlock as you interact. Full source code and a Codrops breakdown included.
- Showcase
A 9k Forest: Node-Based 3D Assets in WebGPU
Sedon wires a node graph into a real-time WebGPU renderer to grow a whole forest from about 9k of data. Rayleigh skies, rippling water, runtime LOD terrain, and a saved scene that fits in a URL. The twist: nearly every shader and pipeline was vibe coded, no engine involved.
- Showcase
PipeMagic: A WebGPU Node Editor for Image Pipelines
A node editor for image pipelines that runs entirely in the browser. Wire up background removal, depth estimation, JFA outlines, and 2x upscale, watch WebGPU do the work, then export the graph as JSON and drop the same logic into your app in roughly 180 lines.
- Showcase
MasterSelects: A GPU-First Video Editor Built Entirely on WebGPU
A full video editor running in the browser with zero CPU roundtrip. 37 blend modes in one WGSL shader, GPU-accelerated scopes, optical flow scene detection, and SAM2 segmentation on-device. 13 dependencies. MIT licensed.
- Showcase
WebRF: The Longley-Rice Radio Propagation Model, Running in WebGPU Compute Shaders
Roman Liutikov ported the Longley-Rice ITM algorithm, a real-world radio propagation model used in cell network planning, entirely into WebGPU compute shaders. 1,200 lines of WGSL, a two-pass radial sweep architecture, and coverage maps that actually respect terrain.
- Showcase
WebPhysics: A WebGPU Implementation of Augmented Vertex Block Descent
Jure Triglav ports the 2025 AVBD solver onto the GPU: stacks that settle instead of jitter, piles with opinions about mass, and an LBVH broad phase feeding colored primal sweeps in parallel. The reference demo is CPU-serial. This one runs in a browser tab.