Working on the final rendering details of my fluid simulation.
This is just the AO and shadow pass in grayscale, sometimes stripping it down shows the most.
#WebGPU#threejs
I modifyed the official example "compute fluid particles" to make it look more liquid.
Simply blur the *depth texture* to obtain a smooth surface which has differentiable gradient.
Made with #threejs
live demo (all source code is in html of the page) -> mameson.com/experiment/gls…
TSL Transpiler will have improvements for TSL encoder and an initial version for WGSL that already optimizes let, const and var declarations automatically, as shown in the image.
github.com/mrdoob/three.j…#threejs#tsl#wgsl#webgpu
3DTilesRenderer now supports multiple tiled image overlays with different projections and per-layer tint & opacity. This video is showing a globe base layer & Washington DC overlay layer from @CesiumJS Ion.
Planar projection coming up next!
#gis#3dtiles#cesiumgrant#threejs
Draft render from last week, built with Three.js Shading Language and WebGPU, using hash noise and afterimage passes in Post Process.
It's not making the final cut (too noisy for interactive use), but I liked the Ghibli-esque vibe enough to share it here.
The fantascope, also known as phenakistiscope, is the first device for creating a moving picture by rotating a disk with different frames of the picture. This etude uses Three.js to recreate the fantascope in 3D.
Live demo: boytchev.github.io/etudes/threejs…#Études#ThreeJS#FMI#SU#js
First test of WebGPU fluid sim + Leap Motion for hand interaction and I'm pretty sold.
Started with Mediapipe, but it tanked FPS and lost tracking often.
Leap Motion is much smoother and more reliable.
Using simple capsules for now, working on better palm support.
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