Andrew Chen

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Andrew Chen

Andrew Chen

@AndrewChenE

Just a self-tought frontend developer.

Richmond, British Columbia Katılım Ekim 2017
257 Takip Edilen1.2K Takipçiler
Andrew Chen
Andrew Chen@AndrewChenE·
@Ademola_4life Hopefully soon, I’ve just had some time to get back to this project😅
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Ademola
Ademola@Ademola_4life·
@AndrewChenE Howdy 👋🏽! Is there any update on this?
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mrdoob
mrdoob@mrdoob·
Finally making a @threejs example with @shotamatsuda's geospatial volumetric clouds ~ ☁️
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Garrett Johnson
Garrett Johnson@garrettkjohnson·
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
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Bruno Simon
Bruno Simon@bruno_simon·
Portfolio update: I upgraded Three.js to r182 and got access to brand new shadows. Look how crisp they are! With that I was able to lower the shadow map size tremendously on mobile, improving performance significantly. 👉 bruno-simon.com
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Bruno Simon
Bruno Simon@bruno_simon·
6 years of thinking I can make a better portfolio. 1 year of actually building it. My new portfolio is LIVE 🚀 Please, don't break anything! 👉 bruno-simon.com
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Anderson Mancini
Anderson Mancini@Andersonmancini·
Live link: planpoint-webgpu.vercel.app My new #archiviz project using #threejs is live. A realistic scene with 25,000 trees, various post-processing effects, running at 60 FPS, less than 10 MB download 😊. Screen space global illumination makes everything more realistic. Want to know more? Follow the thread👇🏻 #webgpu #threejsJourney
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Anderson Mancini
Anderson Mancini@Andersonmancini·
A little work in progress on my new #threejs project showing how Screen Space Global Illumination also works wonders in open scenes. Here, I'm using SSGI with CSM, SSS (screen space shadows), and a custom atmospheric fog for more realism. Adjusting the time of day in a scene like this is like a dream come true 😍. More details soon. #webgpu #tsl #creativecoding #threejsJourney
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Ademola
Ademola@Ademola_4life·
@AndrewChenE Also is there a way to support your work like Patreon / ko-fi ?
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Andrew Chen
Andrew Chen@AndrewChenE·
@Andersonmancini Thanks Anderson! Really appreciate it. The new version has quite a few changes to the props and methods. Hopefully when it’s released, it won’t break too much of what you’re building. 😅
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Anderson Mancini
Anderson Mancini@Andersonmancini·
@AndrewChenE Man. I need to experiment with this. Looks amazing. I already use the current one every single day. This new one looks like a dream. Congratulations 👏🏻👏🏻👏🏻👏🏻
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Anderson Mancini
Anderson Mancini@Andersonmancini·
Experimenting with a new component for R3F: Octahedral Impostors via #threejs using #WebGPU. What you see are 5,000 trees that appear to be 3D, but are actually just planes with dynamic textures generated by threejs itself with a single atlas, with all textures in just 1 draw call. Everything is automated. You can pass any 3D model, and the atlas is generated automatically. The component supports up to 100,000 impostors at 120 fps. #TSL provides many optimization tools, such as dynamic atlas generation using GPUCompute and batched updates, which drastically improve the performance. Next step: Improve transition stability 😊
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Anderson Mancini
Anderson Mancini@Andersonmancini·
New update to my #threejs Lumen Decor Studio project. Color selection behavior is ready🤩. Thanks to real-time global illumination, colors now blend naturally with sunlight, creating beautiful bounced colors everywhere. Next step: Live link #creativecoding #tsl #rf3 #webgpu
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