Author of http://curtainsjs.com and https://martinlaxenaire.github.io/gpu-curtains/ - also an @okaydev.co
It's cleaner plus it allows to easily add/remove meshes (based on a single uniform toggling) to the selective bloom, like on mouseover! 💥
It's cleaner plus it allows to easily add/remove meshes (based on a single uniform toggling) to the selective bloom, like on mouseover! 💥
Here's an example with a selective compute bloom pass. Not sure I've used the most straightforward process (depth handling was tricky), but it's working.
#webgpu #javascript
Here's an example with a selective compute bloom pass. Not sure I've used the most straightforward process (depth handling was tricky), but it's working.
#webgpu #javascript
A tribute to the 80s arcade video games where you'll need to play and interact with the site to unlock all the content and features.
Will you reach the 100% mark?
→ martin-laxenaire.fr
A tribute to the 80s arcade video games where you'll need to play and interact with the site to unlock all the content and features.
Will you reach the 100% mark?
→ martin-laxenaire.fr
(I might be cooking something... 😁)
#webgpu #gpucurtains #javascript
(I might be cooking something... 😁)
#webgpu #gpucurtains #javascript
Here's a test scene for you to play with: martinlaxenaire.github.io/gpu-curtains...
Here's a test scene for you to play with: martinlaxenaire.github.io/gpu-curtains...
Turned out I already had everything in place to implement it, just had to figure out a few details to make it work.
Try here → martinlaxenaire.github.io/gpu-curtains...
#webgpu #javascript
Turned out I already had everything in place to implement it, just had to figure out a few details to make it work.
Try here → martinlaxenaire.github.io/gpu-curtains...
#webgpu #javascript
Try here: martinlaxenaire.github.io/gpu-curtains...
Try here: martinlaxenaire.github.io/gpu-curtains...
Decided to create a proper gallery to put everything there:
www.martin-laxenaire.fr/generative/
#creativecoding #generative #javascript
Decided to create a proper gallery to put everything there:
www.martin-laxenaire.fr/generative/
#creativecoding #generative #javascript
The particles and waves representing the sea are both instanced using a tile system. As the camera moves, the tiles move accordingly, allowing to draw only whats currently visible in the camera frustum.
4/9
The particles and waves representing the sea are both instanced using a tile system. As the camera moves, the tiles move accordingly, allowing to draw only whats currently visible in the camera frustum.
4/9
3/9
3/9
The idea is that the user navigates a quiet sea and sails through the history of recreational boating. Hovering markers along the path invites her/him to learn more about said history. The navigation path is randomly generated each time for a unique experience.
2/9
The idea is that the user navigates a quiet sea and sails through the history of recreational boating. Hovering markers along the path invites her/him to learn more about said history. The navigation path is randomly generated each time for a unique experience.
2/9
So many new features since last annoucement: built-in shading including PBR, spot lights, glTF animations and skinning, orthographic camera, stencil support...
→ martinlaxenaire.github.io/gpu-curtains/
→ github.com/martinlaxena...
#webgpu #javascript
So many new features since last annoucement: built-in shading including PBR, spot lights, glTF animations and skinning, orthographic camera, stencil support...
→ martinlaxenaire.github.io/gpu-curtains/
→ github.com/martinlaxena...
#webgpu #javascript
Learn how to use compute shaders to update instances positions, build a shadow map from scratch and more...
→ okaydev.co/articles/div...
#webgpu #javascript
Learn how to use compute shaders to update instances positions, build a shadow map from scratch and more...
→ okaydev.co/articles/div...
#webgpu #javascript
Started with transmission. What a silly idea, it was way more challenging than expected! 😅
But hey, look at that! PBR shading with transmission, dispersion, volume, ior... So cool!
#javascript #webgpu
Started with transmission. What a silly idea, it was way more challenging than expected! 😅
But hey, look at that! PBR shading with transmission, dispersion, volume, ior... So cool!
#javascript #webgpu
- Animations ✅
- Morph targets ✅
- Skinning ✅
- Shadow support ✅
#webgpu #javascript
- Animations ✅
- Morph targets ✅
- Skinning ✅
- Shadow support ✅
#webgpu #javascript
Took me a bit of time but I've successfuly managed to port @toji.dev GPU culling example (see toji.github.io/webgpu-bundl...) using an indirect buffer, a render bundle and a compute shader.
Super happy about this one! 🎉
#webgpu
Took me a bit of time but I've successfuly managed to port @toji.dev GPU culling example (see toji.github.io/webgpu-bundl...) using an indirect buffer, a render bundle and a compute shader.
Super happy about this one! 🎉
#webgpu
New release introduces raycasting, render bundles (can lead to major performances boost), environment maps, advanced renderers switching at runtime...
Website → martinlaxenaire.github.io/gpu-curtains/
Repo → github.com/martinlaxena...
#webgpu #javascript
New release introduces raycasting, render bundles (can lead to major performances boost), environment maps, advanced renderers switching at runtime...
Website → martinlaxenaire.github.io/gpu-curtains/
Repo → github.com/martinlaxena...
#webgpu #javascript
Here, the directional lights are not added to the second renderer scene, only the ambient and point lights are.
#webgpu
Here, the directional lights are not added to the second renderer scene, only the ambient and point lights are.
#webgpu