0.1.5 • Published 5 months ago

anime4k-webgpu v0.1.5

Weekly downloads
-
License
MIT
Repository
github
Last release
5 months ago

Anime4K-WebGPU

University of Pennsylvania, CIS 565: GPU Programming and Architecture, Final Project

Authors (alphabetical order with equal contribution):

Introduction

An Anime4K implementation for WebGPU, featuring video enhancements including upscaling, denoising, and deblurring. Computing is done entirely on the client side using WebGPU compute shaders. Functionality of this implementation is published as an NPM package, and can be easily incorporated into your WebGPU pipeline.

Take a look at our web demo at https://anime4k-webgpu-demo.fly.dev/ (Source)

Note: your browser must support WebGPU. See this list for compatibility.

Usage

This package contains classes that implements interface Anime4KPipeline. To use these classes, first install anime4k-webgpu package, then insert proveded pipelines in 3 lines:

import { Anime4KPipeline, UpscaleCNNPipeline } from 'anime4k-webgpu';

// texture to be processed
const inputTexture: GPUTexture;

// +++ instantiate pipeline +++
const pipeline: Anime4KPipeline = new UpscaleCNNPipeline(device, inputTexture);

// bind output texture wherever you want e.g. render pipeline
const renderBindGroup = device.createBindGroup({
  ...
  entries: [{
    binding: 0,
    // +++ use pipeline.getOutputTexture() instead of inputTexture +++
    resource: pipeline.getOutputTexture().createView(),
  }]
});

function frame() {
  const commandEncoder: GPUCommandEncoder;

  // +++ inject commands into the encoder +++
  pipeline.pass(commandEncoder);

  // begin other render pass...
}

To change an adjustable parameter (e.g. deblur strength) call Anime4KPipeline::updateParam(param: string, value: any) and the value will be applied for the next render cycle:

pipeline.updateParam('strength', 3.0);

The input texture must have usage TEXTURE_BINDING, and the output texture has TEXTURE_BINDING | RENDER_ATTACHMENT | STORAGE_BINDING to be used in render pipelines. You can also have multiple pipelines in tandem to achieve sophisticated effects.

Performance Analysis

Future Improvements

  • Use read-write storage texture instead of write-only storage texture (Not yet supported in Chrome stable) for lower VRAM usage.

Credits

0.1.5

5 months ago

0.1.4

5 months ago

0.1.3

5 months ago

0.1.2

5 months ago

0.1.1

5 months ago

0.1.0

5 months ago