
Renaud
@onirenaud • 12,298 subscribers
Renderer @spawn WebGPU @threejs
Shorts
Videos

This one took me almost 2 years to master, soon every Threejs dev will master it with a simple Import: Smoothed Particle Hydrodynamics Simulation, 2D and 3D, optimized with Spatial Hashing and Compute Shaders. Optimized for WebGPURenderer with complete TSL compatibility!!
Renaud130,942 görüntüleme • 7 ay önce

Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support. So instead, I’m putting care into how I share, bundling the code I use daily at Utsubo into Threejs Plus: advanced, always-up-to-date WebGPU-first components. 1/4
Renaud57,891 görüntüleme • 8 ay önce

If you know Three.js, you know this is a big one. No more full material rebuild + shader recompile every time you add/change lights. renderer.lights.dynamic = true That’s it. ✅ If you’re not sure why this matters, the video’s with vs without makes it obvious. PR tomorrow!
Renaud24,548 görüntüleme • 3 ay önce

Three.js r182 isn’t out yet, so in the meantime I’ve opened up the examples & docs for Three.js Blocks 🎉 Docs are still WIP, so feedbacks are very welcome. All WebGPU examples are tested in Chrome, Safari and Firefox. I’ll start onboarding waitlist users once r182 lands!
Renaud25,495 görüntüleme • 5 ay önce

Working on an ultra-fast SDF Texts. Instance culling via compute shader & indirect-draw is just a drop-in piece. Everything reuses and connects. Made with TSL, Threejs Plus will bring a whole new level of performance into the Web that wasn't possible before WebGPU! Stay tuned!
Renaud22,151 görüntüleme • 8 ay önce

Had a fun bug while working on a TransmissionNodeMaterial for Three.js Plus. I’ll leave these settings available, I’m sure some creative developers are going to make something cool with them! Also, here's a preview of the starter with a native canvas recorder, HMR and more! 😎
Renaud17,753 görüntüleme • 7 ay önce

Almost done with the interaction of my WebGPU fluid simulation! After testing BVH geometry and marching cubes with compute shaders, I chose raymarching for hands interaction & rendering. It adapts well with MLS-MPM and enables precise interaction in real-time for <2ms. #threejs
Renaud10,095 görüntüleme • 11 ay önce

Realtime Particle test using Transformers.js by Xenova and its upcoming WebGPU backend with the Xenova/modnet model for body segmentation. Rendered with WebGPU in Three.js. It’s so clean it makes me want to do a shadertoy visualizer in the background now 😄 #threejs
Renaud13,498 görüntüleme • 2 yıl önce
Daha fazla içerik yok.