tfjs
Vulkan-Docs
tfjs | Vulkan-Docs | |
---|---|---|
30 | 161 | |
18,188 | 2,679 | |
0.7% | 0.7% | |
8.3 | 8.5 | |
7 days ago | about 19 hours ago | |
TypeScript | JavaScript | |
Apache License 2.0 | GNU General Public License v3.0 or later |
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tfjs
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JavaScript Libraries for Implementing Trendy Technologies in Web Apps in 2024
TensorFlow.js
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Deep Learning in JavaScript
Many people seem to be unaware of tensorflow.js, an official JS implementation of TF
https://github.com/tensorflow/tfjs
I'd love to see PyTorch in JS, but I think unless you get it running on the GPU it won't be able to do much.
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Machine Learning in NodeJS || Part 1: TensorflowJS Basics
TensorflowJS GitHub Repository
- PyTorch Primitives in WebGPU for the Browser
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I want to talk about WebGPU
Also, Tensorflow.js WebGPU backend has been in the works for quite some time: https://github.com/tensorflow/tfjs/tree/master/tfjs-backend-...
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WebGPU Fundamentals
It's a pity that tfjs never truly developed any decent ops. E.g. you need lgamma to implement the cap for zero-inflated poisson regression and tfjs simply doesn't have that: https://github.com/tensorflow/tfjs/issues/2011
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Chrome Ships WebGPU
People have been doing it for long with WebGL, see eg https://github.com/tensorflow/tfjs and https://cloudblogs.microsoft.com/opensource/2021/09/02/onnx-...
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How to get rotation (yaw/pitch/roll) from face detection keypoints?
thanks, no not unity, going to show it as a demo with threejs + tensorflow on the web. I found a github request to add face orientation https://github.com/tensorflow/tfjs/issues/3835 looks like they assigned someone to add it but doesn't look like its available yet, but there's some posts about the math I can use to get rotations based on some of the landmarks
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[P] Supporting neural network inference in web browsers
There already exist a wide variety of neural network inference engines that run in web browsers (e.g. TensorFlow.js and, my personal favorite for use with PyTorch models, ONNX Runtime Web), but pre- and post-processing has always required imperative manipulations on flat buffers rather than a clean ndarray interface.
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Tensorflow JS model crashing on mobile
Full docs and code: https://github.com/tensorflow/tfjs/tree/master/e2e/benchmarks/local-benchmark
Vulkan-Docs
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- Vulkan 1.3.273 spec update
- [Roadmap Feedback] Function Pointers with some limitations
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New Vulkan Documentation Website
Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.
Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.
Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]
Android and Linux are the only platform where Vulkan is a first-class citizen.
You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.
Graphics API wars are alive and well.
[0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423
- Vulkan 1.3.267 spec update
- Vulkan 1.3.266 spec update
- Vulkan 1.3.262 spec update
- Vulkan 1.3.260 spec update
- Vulkan 1.3.257 spec update
- Vulkan 1.3.256 spec update
What are some alternatives?
face-api.js - JavaScript API for face detection and face recognition in the browser and nodejs with tensorflow.js
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
webhl - WebHL is a fork of hlviewer.js that uses the File System Access API to load game assets direct from your computer rather than from a server.
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
lightweight-human-pose-estimation.pytorch - Fast and accurate human pose estimation in PyTorch. Contains implementation of "Real-time 2D Multi-Person Pose Estimation on CPU: Lightweight OpenPose" paper.
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
BlazePose-tensorflow - A third-party Tensorflow Implementation for paper "BlazePose: On-device Real-time Body Pose tracking".
Vulkan-Headers - Vulkan header files and API registry
openpose - OpenPose: Real-time multi-person keypoint detection library for body, face, hands, and foot estimation
WASI - WebAssembly System Interface
firecracker - Secure and fast microVMs for serverless computing.
Vulkan - Examples and demos for the new Vulkan API