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I've been trying to use the vulkan backend on linux (without embedding kernels). During the spirv blob generation I get link errors for most of the GLSL kernels; the only one which doesn't fail is bvh…
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This is closer to bare metal so should be faster. On some GPUs (AMD) we could also use the compute queue and leave the graphics queue for 3D rendering (e.g. resource-intensive games).
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wlroots ha…
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Hey, first thanks for an awesome package. This project is a lifesaver to all (like me) who didn't delve into GPU rendering.
I do have a question tho, in the Anime4K repo there are more options of s…
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### System Info
```Shell
- `lerobot` version: 0.1.0
- Platform: Linux-5.10.102.1-microsoft-standard-WSL2+-x86_64-with-glibc2.31
- Python version: 3.10.14
- Huggingface_hub version: 0.23.4
- Datas…
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Hi @b4rtaz
I was tinkering a bit over the weekend and figured it might be possible to create a version of worker/main that accelerates the inference by offloading some work to the GPU to handle.
…
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It's unclear in the Project>Options>General settings and the documentation if Vulkan GLSL and compute shaders are supported.
As a result, a `layout(push_constant) uniform { ... }` produces a compil…
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Currently we can (and are required to) execute shaders from within shaders with vulkan raytracing https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/
And Nvidia devices have supported [this…
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Mesh Shaders are an exciting new kind of rendering pipeline for modern hardware, that directly combines compute and rasterization.
KHRONOS recently officially released an extension for Vulkan, whic…
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Vulkan is increasingly everywhere and it does support compute shaders. We did a [prototype backend](https://futhark-lang.org/student-projects/steffen-msc-project.pdf) once, but never polished it enou…
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### Describe the project you are working on
Various 3D projects, including the Waterways add-on
### Describe the problem or limitation you are having in your project
It's difficult or impossible to…