Graphics enthusiast • #opengl #webgl #webgpu #cpp #js #rust • Rendering Engineer @WebXREngine • On the side I do WebGPU raytracing • Views are my own.

Joined July 2015
43 Photos and videos
I have a pretty weird #webgpu (#rust/#wgpu wasm codebase) issue only on Safari, where compute passes don't output anything to buffers. Worse: I have a command encoder with [compute, compute..., debug_blit], the debug_blit is broken except if moved to another submit. Anyone?
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Trying to compile WebKit to attach XCode. Unfortunately that shut down my laptop every single time at half the compilation 🤔
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Not posting here much those days, but here is a Firefox vs Native comparison on my #webgpu #rustlang pathtracer. Performance hit is clear in the web version. This scene is GPU bound, no CPU work and no CPU -> GPU flow. Weirdly, Chrome is barely usable compared to Firefox.
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In order to start diversifying your timeline from AI-only content, here is a video of the next @WebXREngine version. Both showcase meshlets with hierarchical culling, roughly 32*32*130K tris, nicely frustum / LOD culled. Running on #webgl via Wonderland Engine
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Shout-out to @pezcode and @noerihuisman for creating the original meshlet PoC that is the foundation of what will be available in 1.6.0! Crazy to think that they prototyped that during a fun offsite in Austria :)
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I recently showed what we have been cooking (pun intended) at @WebXREngine: Global Illumination using Sparse Probe Volumes. Here is a #webgl example running in Chrome!
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How does it work? - Create your scene in the Wonderland Editor - Enable the Probe Volume checkbox - Click "Fit To Scene" or scale the volume manually - Bake 🍰 - Wait a bit, and enjoy!
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Pretty excited to share that we worked on a Probe Volume Global Illumination feature. It will be available experimentally in @WebXREngine 1.4. Define an area, click bake, and pouf: Get a sparse volume with low memory footprint. Make your #webgl scenes globally illuminated ✨
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David Peicho retweeted
Wonderland Engine 1.3.3 is now available! 🎉 #webgl #wasm #webxr #webgpu #webgamedev #gamedevjs #gamedev Find the full changelog here: wonderlandengine.com/news/re…
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David Peicho retweeted
Great opportunity to give Wonderland Engine a try!
We just released Wonderland Engine 1.3.1 🎉 Download now, link below. 👇 #webxr #webgl #browsergames #webgamedev #gameengine #gamedev
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I have a #rustlang library wrapping C code (tinybvh) using cxx. Any chance that can be used in another library compiled to WASM?
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From now on, I will try to show more rust/webgpy raytracing directly on bsky, follow me there: bsky.app/profile/davidpei.bs… Progress of the day below!
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More denoising work: Less fireflies, but still quite a bit of ghosting!
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tinybvh-rs 0.1.0-beta.2 is out: github.com/DavidPeicho/tinyb… Major bug fix for the CWBVH nodes slice. Need to think about the refitting API before a stable release. This library would not exist without the original tinybvh, as the name "tinybvh-rs" suggests :)
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Not perfect yet, but the CWBVH traversal is finally bug free! 🎉 Will try to get tinybvh-rs 0.1.0 ASAP
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CWBVH is almost fully working now, brought back the TLAS as well. Once I am fully done with the CWBVH and tinybvh-rs make it to stable, I will finally fix those denoised colors being wrongly demodulated/remodulated.
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Started migrating my BVH to CWBVH using tinybvh. Didn't expect to hit that many issues with the GLSL port 😀
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