Is there a plan to support webgpu

Are there any plans for cesiumjs to support webgpu?

Hi @York,

We don’t have any immediate plans, but WebGPU is definitely on our radar for CesiumJS!

Any thoughts, ideas, or use cases around WebGPU?

I tried to get the webgpu’s context through cesium’s canvas, and found that I couldn’t get a result of none, I wonder if the cesium organization would consider trying to adapt to support webgpu first, which is more popular in the domestic market

Use case: being able to show colleagues and friends my Cesium application without my laptop attempting to take off. On a related note, is CesiumJS hardware-accelerated at all?

Doesn’t your screenshot show that CesiumJS is using the GPU (i.e., is hardware accelerated) and is probably GPU-limited on your machine?

Oh, I guess so. I was recently trying to get YouTube to use the “Video” engine, so I guess I expected some amount of the work to be done by something other than the “Render/3D” engine, but I guess this isn’t a video, so that’d make sense.

I’ll leave my dumb question up for the sake of preserving information.

When using CesiumJS apps, the fan usually kicks on because of the CPU overhead, and Improving Performance with Explicit Rendering – Cesium is one way to optimize an app to do less overall processing.

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Great tutorial! I took the simple route by initializing my viewer with requestRenderMode: true and maximumRenderTimeChange: 0. That way, I can at least pause time (but keep the window open!) when I transition back to my code editor.

I may take a closer look at this tutorial, though. Thanks again!

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Compute Shaders, which aren’t supported in WebGL2

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https://developer.chrome.com/blog/webgpu-cross-platform/

It will allow Cesium to be cross-platform without needing to be locked into vendor-specific ecosystems, enabling the combination of Cesium Native with the core Cesium shader pipeline, to be used anywhere thanks to emscripten’s support of WebGPU headers.

Obviously it’s a lot of work to get there, exciting stuff regardless!