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Finished a post about instanced line rendering: https://wwwtyro.net/2019/11/18/instanced-lines.html … TL;DR: Leverage instancing to expand line segments in a vertex shader. Gets you fast, flexible lines with an intuitive and compact data structure. Source: https://github.com/wwwtyro/instanced-lines-demos … Enjoy!
#regl#webglpic.twitter.com/MrhiN9xUh6
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Got an
#OculusQuest, been playing unhealthy amounts of#BeatSaber. Decided to make a#WebVR trainer for it that throws completely random blocks at you and automatically adjusts the rate. Here it is: https://wwwtyro.net/games/saber-trainer/ … Video: https://www.youtube.com/watch?v=YjC9LsP8CAc …#WebGL#regl -
Alright, finally finished my write-up on advanced map shading: https://wwwtyro.net/2019/03/21/advanced-map-shading.html … Source for the examples can be found here: https://github.com/wwwtyro/map-tile-lighting-demo … Enjoy and share!
#regl#webgl@MapTiler@Mapboxpic.twitter.com/5ty47t6Iub
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Here's large renders of all 50 US States and DC (that one's for you
@marcoceppi). I think my favorite might be South Dakota. Enjoy and share! https://drive.google.com/open?id=1TiUt5_2ttcSTydKDIELWaIgf-UcaPAqD … Background map and some satellite by@MapTiler, elevation and some satellite by@mapbox. Thanks!#regl#webglpic.twitter.com/jgXIYqW6mk
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Using shapefiles to pull regions out of my map renders.
#webgl#reglpic.twitter.com/VfM2wYEjrw
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Same map data, rendered in 3D, 4x elevation scale.
#regl#webglpic.twitter.com/wheAI8FAM9
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Exaggerated (8x) relief map of SF using elevation data from
@Mapbox and satellite imagery from@MapTiler. Rendered in#WebGL with#regl.pic.twitter.com/7i5GZMKKmp
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A few more renders of the Grand Canyon, 2x elevation scale.
#regl#webglpic.twitter.com/WWncuysLhN
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Exaggerated relief of the Grand Canyon, flat lighting, direct lighting, direct + ambient lighting.
#regl#webglpic.twitter.com/rR8vH2yKKjPrikaži ovu nit -
Been working on global illumination of map data, combining free AWS elevation tiles with NASA's blue marble project and using
#regl for rendering in#WebGL. Here's the Grand Canyon and part of the Andes mountain range.pic.twitter.com/xsxJuVjDYj
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Mandelbulb morphing through powers one to eight. Rendered with https://github.com/wwwtyro/vixel , a
#WebGL voxel path tracer built with#regl.pic.twitter.com/IpfBeKXfJn -
Got transparency/refraction working in vixel, my foss voxel pathtracer built with
#webgl/#regl. Demo: http://wwwtyro.github.io/vixel pic.twitter.com/q1pG0vg4S5
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Tonight I learned there are a few pitfalls with GLSL's refract function: 1. Total internal reflection is a thing. 2. GLSL's refract returns vec3(0.0) for total internal reflection. 3. Because of 2, don't mindlessly normalize the result of a refract call. 4. But do normalize!pic.twitter.com/cWRn4RGEtq
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Vixel, a voxel path tracer made with
#regl, now supports depth of field! Fair warning, the editor is a potato - very much a WIP. Editor: https://wwwtyro.github.io/vixel/ Code: https://github.com/wwwtyro/vixel#webgl#gamedevpic.twitter.com/m6wN0IhHLh
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Introducing vixel, a
#webgl voxel path tracer built with regl. It's a poor man's#magicavoxel in your browser for now, but I have big plans! Play with the editor here: https://wwwtyro.github.io/vixel/ , do whatever you want with the code here: https://github.com/wwwtyro/vixel .#gamedevpic.twitter.com/hBXuUSgqpp
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I was thinking the same thing - something like this? Yes, when I find time if I don't get dragged into something else!
pic.twitter.com/6c3VjAOHFX
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Been wanting to make a proof-of-concept real time
#WebGL path tracing game for a while. Here's my first attempt! Play it here: https://wwwtyro.github.io/astray-2/ , do whatever you want with the code here: https://github.com/wwwtyro/astray-2 …. Built with regl, planck-js, and howler.#gamedevpic.twitter.com/5fsf1nTmDf -
#WebGL paper burning simulation built with regl. Demo: https://wwwtyro.github.io/flameout/ Repo: https://github.com/wwwtyro/flameout …#gamedevpic.twitter.com/XjruIVpRLL -
Just published v3 of geo-ambient-occlusion, a js module that allows you to calculate AO with your GPU in the browser. It has much better occlusion results, a number of bugfixes, and is now 32x faster(!!!) thanks to
@rickyreusser. https://github.com/wwwtyro/geo-ambient-occlusion …#webgl#gamedevpic.twitter.com/n84C4FDvpx
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