WebGL / WebGPU

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WebGL / WebGPU

WebGL / WebGPU

@webgl_webgpu

https://t.co/ORy3q8vlw8 / https://t.co/fpzS3sd8cw Community — Showcase, news, tutorials, & creatives advancing the web

San Francisco, CA, USA Beigetreten Ekim 2025
195 Folgt3.2K Follower
WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@pav_gar Curious how much of the result is automated depth reconstruction vs. manual art direction/cleanup?
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pg
pg@pav_gar·
built a tool yesterday that takes one frame from a movie and turns it into a WebGL 3D diorama. it can also pick the lens, the aperture, how the camera drifts through, etc. very WIP, but check out the results in the link below 👇 🎬 dune 2, rrr, baahubali 2
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Dennis Smolek
Dennis Smolek@DennisSmolek·
FSR1 + OIDN on the web with @threejs and @garrettkjohnson 's WIP WebGPU pathtracer and the new Denoiser v2. Getting near realtime with 6 samples on "small" pretty wild. I need to come up with a better demo than my testbench. Any ideas?
Dennis Smolek tweet media
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WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@wieslawsoltes Interesting direction. Where are you finding WebGPU’s biggest gains for you?
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Wiesław Šoltés
Wiesław Šoltés@wieslawsoltes·
This is about much more than making WPF cross-platform. ProGPU is a modern GPU rendering and compute framework built around WebGPU, designed for high-performance applications such as CAD, EDA, 3D visualization, scientific computing, GIS, medical imaging, engineering software, and large-scale data visualization. ProGPU.Wpf.Sdk layers WPF on top of that GPU platform, allowing existing WPF applications to benefit from modern GPU rendering without rewriting their UI or business logic, while also enabling them to run on Windows, macOS, and Linux. The result is a platform where developers can continue using the mature WPF + MVVM + third-party control ecosystem, while seamlessly integrating advanced GPU-powered rendering, real-time 2D/3D graphics, visualization, and compute workloads into the same application. The goal isn't to replace WPF—it's to extend it with a modern GPU foundation and preserve years of investment while opening the door to new platforms and markets. Contributions, feedback, and collaborations are always welcome.
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Wiesław Šoltés
Wiesław Šoltés@wieslawsoltes·
WPF Toolkit™ by Xceed running on macOS without any code changes on top of WebGPU powered by my ProGPU library and Silk.NET
Wiesław Šoltés tweet media
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The Bugged Dev
The Bugged Dev@thebuggeddev·
Finally Fable 5 was able to code and it cooked this in @threejs ❤️‍🔥 It's still crazy how it created all of these models purely using Math. All of these, with animations, effects, labels and such in just two prompts. More updates coming soon :)
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Remi Sebastian Kits
Remi Sebastian Kits@SebastianKits·
Fable 5 is building its three.js world demo again. 200k trees in test scene. This time voxelised foliage. The left is Opus attempt, took 50+ million tokens. Never got there, horrible performance and looks. Right is Fable after around 4-5 million tokens. Went from around ~25fps to solid 60 on a retina display. It's optimising the dense test scene to be able to increase density of objects in the main world too.
Remi Sebastian Kits tweet mediaRemi Sebastian Kits tweet media
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WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@XRarchitect Very cool! Would be interesting to hear where Fable helped most vs where polish still needed your hand (if any).
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Ian Curtis
Ian Curtis@XRarchitect·
Finally touching grass. I’m testing fable5 tonight via web augmented reality. Using threejs + 8thWall (SLAM tracking), this took two prompts. Really exciting to see the potential here I’m dragging my fingers to draw out where the grass is placed along with physics objects
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WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@dghez_ It is the only way. Those who have fun creating are unstoppable
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Aaron Lemke
Aaron Lemke@aaronlemke·
Using Fable 5 to add fur and a new voice to my RL creature. The voice is based on the neural network activation (pictured top left). Made with @threejs @webgl_webgpu @runpod trained with JAX and MuJoCo from @GoogleDeepMind
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WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@dghez_ Appreciate the creative work you're putting out there.
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Zuhad Zahid
Zuhad Zahid@zuhadzahid1·
Built a fun lil Batman scene to test Three.js - ExtrudeGeometry for the 3D logo, ShaderMaterial for the night sky & volumetric beam, CanvasTexture for the gothic skyline, MeshPhysicalMaterial with clearcoat for the glass effect. Zero dependencies. #ThreeJS #WebGL #CreativeCoding
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WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@wcandillon Lookin' forward to this journey you're on... love your work and the efforts you're putting into the space
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William Candillon
William Candillon@wcandillon·
We understand that people will use WebGPU via a third-party APIs such as TypeGPU, Redraw, Skia, Three.js, TensorFlow.js, you name it. That being said, if the lower-level API sounds interesting to you, I can only encourage you to dig in. This is an extremely elegant API developed by the most talented people in the industry. There is a fantastic in-depth publication at webgpufundamentals.org from Gregg Tavares that teaches the fundamentals from the ground up. @wa2goose has also made a great React Native WebGPU tutorial that walks you through the base concepts of the render pipeline: youtube.com/watch?v=vons_X…
YouTube video
YouTube
William Candillon@wcandillon

new docs, who dis? An initiative from @artemiyinthex and a shader from @Michael_Moroz_

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Aaron Lemke
Aaron Lemke@aaronlemke·
I put all my RL creatures into the same scene. Feels like there is some kind of interesting game design here. Tending to / training your RL menagerie. Made with @threejs @webgl_webgpu MuJoCo from @GoogleDeepMind trained on @runpod
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WebGL / WebGPU
WebGL / WebGPU@webgl_webgpu·
@FarWay1104 @cerebras This is super cool! Love the render-feedback loop and not just AI writing GLSL. Curious on how are you scoring whether a generated shader is "good"?
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FarWay
FarWay@FarWay1104·
Built for Cerebras x Gemma 4 hackathon: Neural Shader JIT Compiler. An autonomous agent loop that critiques and rewrites GLSL code based on real-time rendering feedback. Pairing Gemma 4 with @Cerebras inference cuts shader iteration time from minutes to <6s. Live art, evolved.
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Chiro Visuals
Chiro Visuals@chirovisuals·
I built an opensource, real-time snowfall system using @threejs & @webgl❄️ GPU-instanced flakes, ice-crystal sparkles, Lake system with multiple settings & I added the ability to import a model and conrol how the snow behaves with it. Code: github.com/achrefelouafi/…
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Arlan
Arlan@arlanoska·
built a symbols shader effect for videos/images code: arlan.me/vault
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Mario Klingemann💧💦
Mario Klingemann💧💦@quasimondo·
Built me a real time audio-reactive explorer for strange attractors. Probably gets butchered by compression.
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