[x3d-public] webGPU in Chrome 113. Mojo?

Joseph D Williams joedwil at earthlink.net
Mon Jun 5 11:25:49 PDT 2023


➢ The main news is WebGPU … 

What to do? 

The best thing x3d sees is that everything web3d x3d is being supported by closer-to-the-metal-than-ever apis for x3d to use, in an html browser, even. This has been going on for a long time: How to best perform web3d x3d graphics with html using web standard interfaces. Clever x3d standalone browser makers and scripts for x3d in html will adapt by using advanced, standardized new interfaces, and continuing to push development of the gl and its progeny. 
Thanks, 
Joe  

From: John Carlson
Sent: Sunday, June 4, 2023 9:51 PM
To: X3D Graphics public mailing list
Subject: [x3d-public] webGPU in Chrome 113. Mojo?

I’m not sure if people saw Google I/O, news is trickling in on YouTube. 

The main news is WebGPU is available on Chrome 113+ on many platforms, from what I recall, mostly desktop and laptop OSes.

They also mentioned with a few tweaks, an early version of Firefox could be made to work with some examples.

So, it seems likely to that there’s a new platform for x3d?   The main thing that seems to be introduced is “compute shaders,” which beats the pants off JavaScript.  I know this pain pain point well for modifying surfaces.

So the question becomes, how can X3D leverage compute shaders?  I know for me, I can use something like ray marching with my geometries.  I already saw parallelization with WebGL.  How much JavaScript can we push into WebGPU compute shaders?

Has anyone got an early access version of Mojo from Modular?  What do people think about Mojo-Jupyter plus WebGPU for X3D?

Thanks!

John

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