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kishimisu

@kishimisu10,669 subscribers

Passionate about computer graphics, machine learning & shaders.

Shorts

Discovery, 276 chars #つぶやきGLSL for (O *= C; C < 2e2; O += pow(.003 / abs(length(I - vec2(sin(C*.18 + S*.5), cos(C*.2 * (.96 + sin(S) * .04) + S))) + .015 * sin(S*4. + C*.033)) * (1. + cos( C++ * .022 - S - S + log(1. + length(I) * 4.) + vec4(0,1,2,0))), O-O+1.2));

Discovery, 276 chars #つぶやきGLSL for (O *= C; C < 2e2; O += pow(.003 / abs(length(I - vec2(sin(C*.18 + S*.5), cos(C*.2 * (.96 + sin(S) * .04) + S))) + .015 * sin(S*4. + C*.033)) * (1. + cos( C++ * .022 - S - S + log(1. + length(I) * 4.) + vec4(0,1,2,0))), O-O+1.2));

190,392 Aufrufe

Orbs #つぶやきGLSL for(O*=i;i++<50.;){p=t*rd;p.z+=d=T;for(j=-3.;++j<3.;O+=8e-4*(2.+cos(p.z/4.+T+vec4(0,1,2,0)))/a)q=p,q.z=fract(q.z)-.5-j,k=floor(p.z)+j,q.xy*=R(k*.75),q.x+=sin((k-T)*.5),d=min(d,a=length(q)-.07);t+=d=smin(d,1.+sin(p.x)*cos(p.y)*cos(p.y+p.z)-length(p.xy),.1);}

Orbs #つぶやきGLSL for(O*=i;i++<50.;){p=t*rd;p.z+=d=T;for(j=-3.;++j<3.;O+=8e-4*(2.+cos(p.z/4.+T+vec4(0,1,2,0)))/a)q=p,q.z=fract(q.z)-.5-j,k=floor(p.z)+j,q.xy*=R(k*.75),q.x+=sin((k-T)*.5),d=min(d,a=length(q)-.07);t+=d=smin(d,1.+sin(p.x)*cos(p.y)*cos(p.y+p.z)-length(p.xy),.1);}

74,923 Aufrufe

I made a 3D Gaussian Splatting renderer for WebGL! The following scene renders 1.3M splats in real time. I wanted to understand a bit more how gaussian splats were rasterized, reimplementing the original paper seemed to be the best approach. I will publish it on github soon!

I made a 3D Gaussian Splatting renderer for WebGL! The following scene renders 1.3M splats in real time. I wanted to understand a bit more how gaussian splats were rasterized, reimplementing the original paper seemed to be the best approach. I will publish it on github soon!

84,532 Aufrufe

Prism, 328 chars #つぶやきGLSL for(L*=I;I++<80.;L+=pow(.0024/length(P* mat2(cos(10./exp(R/.1)*pow(sin(A/8.), 3.)+A/8.+vec4(0,33,11,0)))+R* sin(I*.5+A/4.)*smoothstep(0., 1.,(.95 + .05 * sin(A)))*vec2(cos(I*.2), sin(I*.2 ))) * (1. + cos(I*.1+R*4.-A-A + vec4(0,1,2,0))), L-L+1.1));

Prism, 328 chars #つぶやきGLSL for(L*=I;I++<80.;L+=pow(.0024/length(P* mat2(cos(10./exp(R/.1)*pow(sin(A/8.), 3.)+A/8.+vec4(0,33,11,0)))+R* sin(I*.5+A/4.)*smoothstep(0., 1.,(.95 + .05 * sin(A)))*vec2(cos(I*.2), sin(I*.2 ))) * (1. + cos(I*.1+R*4.-A-A + vec4(0,1,2,0))), L-L+1.1));

45,116 Aufrufe

Cycles, 285 chars #つぶやきGLSL for (s *= c; c++ < 200.; s += .003/abs(abs(length(y + 1.5* sin(c*.014+e) * vec2(cos(c*.4+e), sin(c*.4+e))) - l * (sin(c*.04+e) * .5+.5)*.2) + sin(c*.014+e) * .02) * (1.+cos(c*.03-e*4.+l*3.+vec4(0,1,2,0))));

Cycles, 285 chars #つぶやきGLSL for (s *= c; c++ < 200.; s += .003/abs(abs(length(y + 1.5* sin(c*.014+e) * vec2(cos(c*.4+e), sin(c*.4+e))) - l * (sin(c*.04+e) * .5+.5)*.2) + sin(c*.014+e) * .02) * (1.+cos(c*.03-e*4.+l*3.+vec4(0,1,2,0))));

31,607 Aufrufe

I made a functional rubik's cube entirely within #glsl fragment shaders, using a texture to keep track of each cell's state Try to solve it yourself!

I made a functional rubik's cube entirely within #glsl fragment shaders, using a texture to keep track of each cell's state Try to solve it yourself!

22,472 Aufrufe

Videos

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Luminous translucency

kishimisu

16,783 Aufrufe • vor 3 Monaten

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