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The WebGPU Sourcebook: High-Performance Graphics and Machine Learning in the Browser

✍ Scribed by Matthew Scarpino


Publisher
CRC Press
Year
2024
Tongue
English
Leaves
385
Edition
1
Category
Library

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✦ Synopsis


The WebGPU Sourcebook: High-Performance Graphics and Machine Learning in the Browser explains how to code web applications that access the client’s graphics processor unit, or GPU. This makes it possible to render graphics in a browser at high speed and perform computationally intensive tasks such as machine learning. By taking advantage of WebGPU, web developers can harness the same performance available to desktop developers.

The first part of the book introduces WebGPU at a high level, without graphics theory or heavy math. The chapters in the second part are focused on graphical rendering and the rest of the book focuses on compute shaders.

This book walks through several examples of WebGPU usage. It also:

    • Discusses the classes and functions defined in the WebGPU API and shows how they’re used in practice.

    • Explains the theory of graphical rendering and shows how to implement rendering inside a web application.

    • Examines the theory of neural networks (machine learning) and shows how to create a web application that trains and executes a neural network.

    ✦ Table of Contents


    Cover
    Half Title
    Title Page
    Copyright Page
    Contents
    Preface
    1. Introduction
    The Evolution of WebGPU
    Overview of WebGPU Development
    Example Code
    Summary
    2. Fundamental Objects
    The Navigator
    Promises and GPUAdapters
    GPUDevice
    GPUCommandEncoder
    GPUQueue
    Canvas Element
    Canvas Context
    Example Application—Creating WebGPU Objects
    Summary
    3. Rendering Graphics
    A Gentle Introduction to Graphical Rendering
    Render Passes
    Example Application—Creating a Blue Canvas
    Buffers and Layouts
    Summary
    4. The WebGPU Shading Language (WGSL)
    Fundamentals of WGSL
    Vertex Shaders
    Fragment Shaders
    Shader Modules
    Example Application—Drawing an Orange Triangle
    Passing Data to the Fragment Shader
    Example Application—Drawing a Multi-Colored Triangle
    Summary
    5. Uniforms and Transformations
    Uniform Buffers and Bind Groups
    Example Application—Rotating a Square
    Storage Buffers
    Linear Transformations
    Model, View, and Perspective Transformations
    Indexed Rendering
    Example Application—Drawing Cubes
    Summary
    6. Lighting, Textures, and Depth
    Lighting
    Example Application—Drawing a Shiny Sphere
    Textures
    Example Application—Adding Texture
    Depth and Stencil Testing
    Summary
    7. Advanced Features
    Debug Groups
    Error Handling
    Viewports and Scissor Rectangles
    Occlusion Queries
    Drawing Text
    Example Application—Displaying Text
    Animation
    Summary
    8. Compute Applications
    Introducing Compute Applications
    Buffer Operations
    Workgroups and Invocations
    Compute Shaders
    Example Application—Simple Computation
    Time Stamps
    Atomic Variables and Functions
    Example Application—Dot Product
    Summary
    9. Machine Learning with Neural Networks
    Iris Classification
    Neurons and Perceptrons
    Improving the Model
    Activation Functions
    Layers and Deep Learning
    Training
    Example Application—Classifying Irises
    Summary
    10. Image and Video Processing
    Storage Textures
    Image Filtering
    Example Application—Image Sharpening
    Video Processing
    Example Application—Video Conversion
    Summary
    11. Matrix Operations
    Matrix Transposition
    Matrix Multiplication
    The Householder Transformation
    QR Decomposition
    Example Application—Matrix Factorization
    Summary
    12. Filtering Audio with the Fast Fourier Transform (FFT)
    The Web Audio API
    Overview of Audio Processing
    The Discrete Fourier Transform (DFT)
    Example Application—Filtering Audio with the DFT
    The Fast Fourier Transform (FFT)
    Example Application—Filtering Audio with the FFT
    Summary
    Appendix A: Node and TypeScript
    Appendix B: WebAssembly, Emscripten, and Google Dawn
    Index

    ✦ Subjects


    Web Programming; Machine Learning; GPU Programming; Shaders; WebGPU; Graphic Rendering; Neural Networks; Web Applications; Computer Graphics


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