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- Oakland, CA
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16:11
(UTC -07:00) - @armansito@mastodon.gamedev.place
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GPU programming
A GPU based parallel prefix sum implementation that operates on byte values. Supports both inclusive scan and exclusive scan.
Rendering Point Clouds with Compute Shaders
A nearly complete collection of prefix sum algorithms implemented in CUDA, D3D12, Unity and WGPU. Theoretically portable to all wave/warp/subgroup sizes.
A port of Sebastian Aaltonen's `OffsetAllocator` to Rust
A minimal example of using Rust, wgpu, and egui without using eframe
Single-header BVH construction and traversal library.
State of the art sorting and segmented sorting, including OneSweep. Implemented in CUDA, D3D12, and Unity style compute shaders. Theoretically portable to all wave/warp/subgroup sizes.