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Garrett Johnson

@garrettkjohnson5,753 subscribers

three.js, graphics, open source, and a bunch of fun projects! Formerly @Woven_Toyota | @NASAJPL

Shorts

Thanks to a great plugin by WilliamLiu-1997 on Github, you can now render Gaussian Splat tile sets with 3DTilesRendererJS!

Thanks to a great plugin by WilliamLiu-1997 on Github, you can now render Gaussian Splat tile sets with 3DTilesRendererJS!

52,829 views

More graphic screenspace SDF effects 🐔🤖 #threejs #webgl #gamedev #realtimeVFX #javascript

More graphic screenspace SDF effects 🐔🤖 #threejs #webgl #gamedev #realtimeVFX #javascript

69,451 views

This is the 5th or 6th time I've written a topography shader & every time it gets a little bit better & I learn a little bit more. It's a nice challenge for anyone learning about shaders! Some details on the plans for this implementation below 👇 #gis #3dtiles #threejs #webgl

This is the 5th or 6th time I've written a topography shader & every time it gets a little bit better & I learn a little bit more. It's a nice challenge for anyone learning about shaders! Some details on the plans for this implementation below 👇 #gis #3dtiles #threejs #webgl

94,265 views

Back from some time off programming with a Jump Flood Algorith demo to ease back in! JFA can be used to create a screen SDF from a model in real time - useful for things like silhouette outlines or any other visual effects. More effects coming up! ✨ #threejs #webgl #gamedev

Back from some time off programming with a Jump Flood Algorith demo to ease back in! JFA can be used to create a screen SDF from a model in real time - useful for things like silhouette outlines or any other visual effects. More effects coming up! ✨ #threejs #webgl #gamedev

50,543 views

With the recent three-mesh-bvh changes you can finally make a full scene-wide BVH to accelerate physics, raycasting, etc. And at some point Pathtracing 😁 Its just a prototype so far but it "just works" with objects and batched instances in a single structure. #threejs #gamedev

With the recent three-mesh-bvh changes you can finally make a full scene-wide BVH to accelerate physics, raycasting, etc. And at some point Pathtracing 😁 Its just a prototype so far but it "just works" with objects and batched instances in a single structure. #threejs #gamedev

32,495 views

Using the same scene-wide BVH you can run accelerate frustum culling, as well. With this 500,000-instance BatchedMesh culling runs in less than 1/8th the time 🚀 #threejs #gamedev

Using the same scene-wide BVH you can run accelerate frustum culling, as well. With this 500,000-instance BatchedMesh culling runs in less than 1/8th the time 🚀 #threejs #gamedev

25,320 views

With the new abstractions in three-mesh-bvh, making a custom BVH is easier than ever! SkinnedMeshes can now have one created directly, leading to an over 2x perf improvement on update vs creating a new static mesh. 🚀 What else needs a BVH? 1/2 👇 #threejs #webgl #gamedev

With the new abstractions in three-mesh-bvh, making a custom BVH is easier than ever! SkinnedMeshes can now have one created directly, leading to an over 2x perf improvement on update vs creating a new static mesh. 🚀 What else needs a BVH? 1/2 👇 #threejs #webgl #gamedev

21,862 views

My three-geojson repo now supports internal polygon vertices via constrained delaunay triangulation so extruded shapes can be projected onto an ellipsoid surface with generated smooth normals! 🌎 More below👇 1/3 #threejs #gis #javascript #webgl

My three-geojson repo now supports internal polygon vertices via constrained delaunay triangulation so extruded shapes can be projected onto an ellipsoid surface with generated smooth normals! 🌎 More below👇 1/3 #threejs #gis #javascript #webgl

30,318 views

Slow but sure updates on the topo line shader: the plugin can also be used to render an infinite grid, as well. The logic for contour lines & grid lines are nearly the same - they're just being scaled differently in this case 🌎📏 #threejs #gis #3dtiles #cesiumgrant #webgl

Slow but sure updates on the topo line shader: the plugin can also be used to render an infinite grid, as well. The logic for contour lines & grid lines are nearly the same - they're just being scaled differently in this case 🌎📏 #threejs #gis #3dtiles #cesiumgrant #webgl

14,436 views

It doesn't look like much here but Ive updated #threejs' BatchedMesh to support instancing in addition to batching including sorting and frustum culling! Here 20,000 items are drawn in a single draw call using only 3 unique geometries- a significant memory savings! 1/3 #webgl

It doesn't look like much here but Ive updated #threejs' BatchedMesh to support instancing in addition to batching including sorting and frustum culling! Here 20,000 items are drawn in a single draw call using only 3 unique geometries- a significant memory savings! 1/3 #webgl

22,832 views

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