DougLilliequist
douglilliequist.bsky.social
DougLilliequist
@douglilliequist.bsky.social
Creative Technologist. Currently at Immersive Garden. Previously at Active Theory.
PBR shader wrapped up. Diffuse and Specular maps are generated via cmgen CLI

#webgpu
October 19, 2025 at 5:15 PM
Sincerely #three.js, but if you don’t like to work with fixed pipelines and low level stuff, you are not an advanced user.
September 30, 2025 at 5:49 AM
Finally found the cause: override doesn't seem to work with compute shaders in Safari.
September 23, 2025 at 7:33 PM
This sucks. None of my prior WebGPU sketches work on the new Safari…but works perfectly fine on Chrome…
September 20, 2025 at 8:45 PM
Also, I’ll sound very harsh: do yourselves a favour and drop any projects or ponder on solutions that are based on WebGL.

It is outdated, performs horribly and requires tedious hacks to MAYBE get what you want.

With WebGPU, you can think about and solve problems in a more reasonable fashion
August 15, 2025 at 12:31 PM
Not that I would consider myself an expert at this point (yet), but PBR is surprisingly straightforward!

The hassle is generating the assets needed for IBL.
August 15, 2025 at 12:24 PM
All right: time to learn what is actually going on behind a PBR shader and make one myself.
August 10, 2025 at 8:38 AM
Marching cubes experiment made with my own WebGPU framework 🗿🌊 Hope you'll find it fun and inspiring (and satisfyingly disgusting 🫠)!

dougllab.netlify.app/marchingcubes

#webgpu #creativecoding
August 3, 2025 at 6:16 PM
Very nice. Removed an awkward copyBufferToTexture and now my 3D blurring is even faster! Guess I'm ready to start diving in to marching cubes...

#webgpu
July 8, 2025 at 11:31 AM
Have to try this, but after reading some fine print…storage textures can eventually be used with samplers depending on the bindings.

This is awesome, but this means i have some hefty refactoring to do on my fluids and shadow volumes…
a man with glasses and a mustache is sitting in front of a sign
ALT: a man with glasses and a mustache is sitting in front of a sign
media.tenor.com
July 8, 2025 at 9:00 AM
Raymarching volumetric lighting is a bit slow… :(((
July 6, 2025 at 9:18 PM
My voxelizer is working! 128^3 voxels < ~150us. 256^3 around < ~800us (on my M1Pro)

Ironically, visualising the voxels is heavier than the voxelizer itself...

*cackles manically*

#webgpu
July 1, 2025 at 1:49 PM
Too much at work. Have some fun concepts I want to explore for a few days during my vacation.
June 24, 2025 at 7:59 AM
Cool accident while updating a previously SD 1.5 based workflow to SDXL / HotshotXL.

Not a fan of how all the motion models are aiming for "perfection" and in my workflow's case, I need AnimateDiff + frame interpolators still!

#comfyui #aiart
May 17, 2025 at 4:13 PM
If there is anything that worries me, it is not “AI taking our jobs”.

In the end, an experienced dev will know what to prompt compared to one with less experience.

I’m more concerned about project deadlines becoming more and more unrealistic due to the false belief that “AI can do everything”
May 13, 2025 at 5:38 AM
125k flocking boids
particle volume shadows
3d fluids (32^3) using hand tracker as cursor

120 fps on M1 pro

Learned a ton doing this project, but I'm bored of particles at this point 😅 Hopefully this will be fun and inspiring to whomever tries this out!
dougllab.netlify.app/birds

#webgpu
April 26, 2025 at 6:36 PM
Kindoff getting there! Using pressure makes it more interesting...

Maybe a habit thing, but interacting in a 3D space feels like you need to "master" the interaction which isn't too fun. More parameter tweaking! 🪛

#webgpu
April 13, 2025 at 3:22 PM
Ah! You *can* use samplers in compute shaders! Just have to make sure you are using textureSampleLevel!

#webgpu
April 13, 2025 at 2:36 PM
After this practice project I'll be going back to soft-bodies. Particles are getting quite repetitive now...
April 13, 2025 at 12:07 PM
Back at it! Integrating my 3D fluids into my original boid simulation. Lots of finetuning is needed and scaled up the particles to avoid compression 😅 Doing so reveals a fair bit of aliasing...

Also learned that using samplers is not allowed in compute shaders :(((((

#webgpu #creativecoding
April 13, 2025 at 12:04 PM
Few subtle error fixes later and now it looks even better! 🌊

#webgpu #creativecoding
March 9, 2025 at 12:51 PM
With gradient subtraction (familiar fluid look) 🌊 and with my setup it is easy to toggle between the two behaviors  💨

#webgpu
March 8, 2025 at 4:50 PM
Just to show I'm not bluffing 🤓

#webgpu
March 8, 2025 at 1:20 PM
Just need some calibration, but the handtracking is doing wonders!

For the Z, I compute a 2D bounding box and use the area as the Z position (far away == sm0l hand, big hand == close)

#webgpu
March 8, 2025 at 11:27 AM
A few months back I made an attempt to recreate the hiss warp effect from the game 'Control'. Curious to move this exploration to WebGPU...

#webgl #creativecoding
March 1, 2025 at 11:43 AM