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
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
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
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
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
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
My hunch was correct. What I thought was working was just seeing my density being diffused...but never advected. *Now* it is properly working 🌊 Time to set up hand tracking as using a regular trackpad is not too exciting...and conveying a higher dimension on a 2D surface makes no sense.

#webgpu
March 1, 2025 at 10:05 AM
Troubleshooting. Maybe it's my OCD, but had a feeling that my fluids never got properly advected...

Believe this is how it should look like...will continue at a later point.

#webgpu
February 26, 2025 at 12:56 PM
Yeah it totally works 🔥 Will make an optional projection step as well 🌊 The idea is to use this as a driver for applying forces to stuff

#webgpu
February 26, 2025 at 7:49 AM
Think I got it working!

#webgpu
February 24, 2025 at 1:00 PM
More debugging...

Anyhow, 32x32x32 sim at 120 fps on m1 pro mac and no blasting fans...same sim in WebGL would be toasty...

#webgpu
February 23, 2025 at 8:53 PM
debugging

#webgpu
February 23, 2025 at 6:24 PM
Believe me. This is 3D fluid.

#webgpu
February 22, 2025 at 8:14 PM
getting there!

#webgpu
February 22, 2025 at 7:03 PM
⚠️ strobes and flickers ⚠️

Well...something is happening hah A bit of unlearning to do as I have never done a fluidsim with compute shaders before...

Following along Jos Stam's paper on fluid sims

#webgpu
February 22, 2025 at 4:38 PM
Yay! Render targets and the ability to create render attachments (MRT's) are working!

And yes, all buffers are destroyed and created anew when resizing.

#webgpu
February 15, 2025 at 11:32 AM