Ken Russell 
@gfxprogrammer
Computer programmer by trade. Graphics focused by passion. Working on WebGL and the Chrome browser. I stand with Ukraine, Wuhan and #BlackLivesMatter
Ken Russell 🇺🇦’s Tweets
Excited that this year's #GoogleIO will be on May 10, live from Shoreline Amphitheatre in Mountain View and online at io.google/2023
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The Shader of the Week is 'Hyperbolic Group Limit Set' by neozhaoliang : shadertoy.com/view/NstSDs
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Three-gpu-pathtracer revision 14 is out! This release brings the addition of support for volumetric fog and some small performance improvements!
Changelog here:
github.com/gkjohnson/thre
#threejs #webgl #raytracing #javascript
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🎊 After months of work SSGI is finally released! 🎊
➡️ realism-effects.vercel.app
Global lllumination on the web in real-time ⮕ open-source on GitHub: github.com/0beqz/realism-
#threejs #webgl #webdev #javascript #graphics
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threejs is a forward renderer, since lights are expensive it can't have more than 4-8 lights max. or can it, how about 100.000 point lights. 🤔
codesandbox.io/s/point-cloud-
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vec3 p,q,d;d.zx=(FC.xy-.6*r)/r.y;d.y--;p.y+=.3;for(float i,j,e,S;i++<1e2;i>72.?e+=1e-3,d/=d:d,o+=log(p.z+1.1)/60.,p+=d*e*.5)for(j=0.,e=p.y*.6;j++<9.;e=min(e,length(q.zy-.3)/S-.03/S))q=p*(S=exp2(j-fract(t))),q.xz=fract(q.xz*rotate2D(cos(q.z*.2+(j+floor(t))/.955)))-.5;#つぶやきGLSL
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vec3 p,q,d=vec3((FC.xy-.6*r)/r.y,-2);p.z=.5;for(float i,j,e,S;i++<1e2;i>50.?e+=1e-3,d=vec3(0,.3,1):d,o+=log(p.y+1.)/40.,p+=d*e*.4)for(j=s,e=p.z*.4;j++<7.;e=min(e,length(q.xz-.5)/S-.2/S))q=p*(S=exp(j-fract(t))),q.xy=fract(q.xy*rotate2D(sin((t+q.x+j+floor(t))/.955)));
#つぶやきGLSL
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vec3 a=vec3(1,0,0),q,p=-.5-a*t,v=rotate3D(.7,a)*vec3(FC.xy*2.-r,r.y);for(float d,i,l;l++<2e2;p-=v/length(v)*d)for(q=p,d=-q.y,i=58.;i>.05;i*=.5)d=max(d,min(min(q=i*.9-abs(mod(q*rotate3D(.5,a.zxz),i+i)-i),q.y).x,q.z)),l>1e2?d+=1e-5,v/=v,o:o+=max(5e-4-d*d,0.);o*=log(7.-p.y)*.1;#GLSL
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a hearty #FollowFriday for who recently published an update to his GPU Path Tracer that adds support for Looking Glass devices (!!) try this out for yourself here ꜜ
gkjohnson.github.io/three-gpu-path
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three-gpu-pathtracer v0.0.13 is now out! This version includes iridescence & sheen quality fixes as well as improved perf w/ early path termination & quilt rendering for multi-view displays!
Notes:
github.com/gkjohnson/thre
#threejs #webgl #raytracing #graphics #holograms
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#つぶやきGLSL
float e,i,a,w,x,g;for(;i++<1e2;){vec3 p=vec3((FC.xy-.5*r)/r.y*g,g-3.);p.zy*=rotate2D(.6);i<1e2?p:p+=1e-4;e=p.y;for(a=.8;a>.003;a*=.8)p.xz*=rotate2D(5.),x=(++p.x+p.z)/a+t+t,w=exp(sin(x)-2.5)*a,o.gb+=w/4e2,p.xz-=w*cos(x),e-=w;g+=e;}o+=min(e*e*4e6,1./g)+g*g/2e2;
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Besides SSGI, you can also now use TRAA (Temporal Reprojection Anti-Aliasing).
Compared to other methods like MSAA, FXAA and SMAA, it delivers a pretty good visual quality.
Demo scene where you can compare it to different AA methods:
realism-effects.vercel.app/?traa_test=tru
#threejs
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three-gpu-pathtracer v0.0.13 is now out! This version includes iridescence & sheen quality fixes as well as improved perf w/ early path termination & quilt rendering for multi-view displays!
Notes:
github.com/gkjohnson/thre
#threejs #webgl #raytracing #graphics #holograms
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For the first time in over three years, we are coming together, in-person at our next meetup at GDC!
If you have a WebGL or WebGPU-based product, library, or demo you would like to share, please contact us.
More information coming soon!
khronos.org/events/webglwe
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Three.js r150 released 🔍
threejs.org/examples/
threejs.org/editor/
threejs.org/docs/
threejs.org/changelog/?r150
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The level for Asleep in Trees is done, you can play it here: fromtheghost.com/asleep-in-trees
music recorded with , game made with
some inspiration from , , , and a dream I had where the sky filled with wires
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📮Haven't loaded anything on in a long time. Here something new + animation + annotations.📯
👉 skfb.ly/oE68N
#IndieGameDev #3DArt #CGI #3DCG #DigitalArt #Sketchfab #ArtistOnTwitter
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Over the last few weeks I was working on SwissGL, tiny JS graphics library with a single function that does everything.
Demos: swiss.gl
Code: github.com/google/swissgl
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I've been messing around with separable convolution filters using SVD, thanks to (bartwronski.com/2020/02/03/sep) Made a shadertoy demo with JWST diffraction spikes. Works well, although 8 rank approximations might not be sufficient for this one. shadertoy.com/view/clBSzm
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This one goes out to all our developers working with WebXR. Say hello to Immersive Web Emulator, a new browser extension capable of simulating Meta Quest headsets. 🧵
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Join our next WebGL + WebGPU Meetup on Tuesday January 31, 2023
We have an exciting lineup of Working Group updates, Three.js, and Google Earth. The meetup will conclude with a lively Q&A session, so bring your questions for the experts!
Register:
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Today's Android build of Chrome Canary, v111.0.5563.0, is the first public version with WebGPU support! Turn it on in about:flags and give it a try!
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七色に光るホウオウアゲハのテスト。Sheenのカラーをアニメーションできたらこういう効果も出せるんだけどな。
skfb.ly/6SUzQ←Click
This is the test of Sheen effect with multiple colors.
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Three.js r149 released 🫧
threejs.org/examples/
threejs.org/editor/
threejs.org/docs/
threejs.org/changelog/?r149
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Latest experiment: an environment inspired by those calm summer days where life just passes by... ☀️
summer-afternoon.vlucendo.com
#threejs #javascript #webgl #houdini
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new in drei <MeshTransmissionMaterial> for more convincing glass/gelatin/epoxy transmission w/ RGB shift & noise. based on a material that was open sourced by and , w/ some extras added.
<mesh>
<MeshTransmissionMaterial />
demo: codesandbox.io/s/meshepoxymat
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vec2 w=FC.xy/r-.6;float i,e,S,g;for(;i++<1e2;g+=max(e,.2)){vec3 q,p=vec3(w*2.*g,g+t*S);for(e=S=.1;S<20.;S+=S)q=sin(p*rotate3D(S,p/p)*S)/S,e-=abs(q.x+q.y+q.z)-3.;o0+=(texture(b1,w*i/1e2+.6)+(o1+=min(s,e/=3.)/7e2))/1e2;}o1=pow(o1+hsv(S=1.1-length(w),.2,S).rgbb,o1+9.);
#つぶやきGLSL
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for(float h,i,e,g,s;i++<1e2;g+=e/6.){mat2 m=rotate2D(.7);s=3.;vec3 n,p=vec3((FC.xy-.5*r)/r.y*g,g-s);p.zy*=m;p.z+=t;for(e=p.y;s<5e2;s+=s)p.xz*=m,n.xz*=m,n+=cos(p*s)/s,e+=dot(sin(p.xz*s),r/r/s*.4);h=.9-length(n.xz);e-=snoise2D(p.xz*40.)*h/35.;o.rgb+=hsv(h/4.,h,.5-n.z)/exp(e*s+5.);}
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Updated quixel-to-three ( #UnrealEngine to #threejs PBR converter ) to v1.0.4
demo: codepen.io/mjurczyk/full/
github: github.com/mjurczyk/quixe
npm: npmjs.com/package/quixel
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Three.js r148 released 🎄
threejs.org/examples/
threejs.org/editor/
threejs.org/docs/
threejs.org/changelog/?r148
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for(float y,i,g,e,v,R,a,h=.5;i++<1e2;o+=.01/exp(e*1e4)){vec3 p=g-vec3(FC.xy/r/h*g,h)+i/1e5;y=p.y+p.z*.7;e=atan(p.x,p.z);p=vec3(log2(v=R=length(p))+e/PI-t,a=y/3./R,a*sin(e*5.))+h;for(int j;j++<8;p/=a)R*=a=dot(p-=round(p),p)*1.5+.09;g+=e=min(abs(v*.3-y+sin(a/v)/1e2),max(-y,R))*.2;}
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Engine 1.59.0 is here! 🚀
✅ Linear and angular offset for collision shapes 👷
✅ Control of cascade shadow updates improving render performance💡
✅ Improved #WebGPU support
...and much more!
github.com/playcanvas/eng
#webgl #gamedev #opensource
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Glad to share "HARMONIC" made at 🦉
A WebGL audio visualizer using raymarching technique done with & ✨
Made with the help of 's videos and 's articles 🔥
Music come from the amazing 🎶
👉 harmonic.thomalecornu.fr
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Codevember 2022 - 23. Iridescent
#threejs #webgl
Live: spite.github.io/codevember-202
Source code: github.com/spite/codevemb
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