Since OpenGL has been deprecated, writing portable native apps that leverage the massively parallel computing capabilities of GPUs has become tedious because no single graphics API can fit all targets. On the course of implementing WebGPU, the next API that will be available to web developers to access GPUs, major browsers face this lack of a common API and duplicate the development effort for multiple hosts (Vulkan, DirectX, Metal). In this presentation, we present:
- How we can benefit from this common effort carried out by browser developers to do native graphics programming with a single API.
- How despite the need for WebGPU to remain within its sandboxed process in the browser, it brings much more power than WebGL did and thus makes it possible to share high-performance code bases across native and web development.
Speaker
Élie Michel
Research Scientist @Adobe
After graduating its PhD in Computer Graphics at Institut Polytechnique de Paris, Élie Michel joined Adobe as a Research Scientist, where he continuously looks for new innovative ways to bring the power of today's hardware to creatives willing to interactively author complex virtual scenes. His double-background in both theoretical Computer Science and applied Computer Arts enables him to design tools using state-of-the-art techniques while remaining user-oriented. His interest for WebGPU grew with his permanent need to develop interactive prototypes, but also while teaching Computer Graphics to students who are tomorrow's graphics programmers.