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@invalid_degen

XR engineer, computer scientist, digital artist & pioneer, entrepreneur

Austria Katılım Haziran 2024
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invalidUsername.x@invalid_degen·
I think this is the first MNEE path tracer on the web: physically-correct shadow caustics through glass, computed in WebGPU in the browser. Try it (decent GPU recommended, the scene is heavy): xr-need.com/web-features/t… All credit to the authors of "Manifold Next Event Estimation" — Johannes Hanika, Marc Droske & Luca Fascione — and to Blender/Cycles, whose implementation was my reference. Paper: jo.dreggn.org/home/2015_mnee… - Offline-rendering technique, running in the browser - WebGPU compute (WGSL) - three.js - W.I.P. @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #WebGPU #ThreeJS #khronos #gltf
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Massimo
Massimo@Rainmaker1973·
As temperature decreases, the kinetic energy of molecules decreases. This is a visualization of the transformation of water into ice, seen at molecular level. [🎞️ CSIRO’s Data61]
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80 LEVEL
80 LEVEL@80Level·
This Blender animation of an elastic cube jumping and stretching was made by CG Artist @ymt3d using an add-on. It looks so satisfying: 80.lv/articles/this-…
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Tiny Glade 🏰🌿 out NOW on Steam ✨
It's been 84 years, but we're cooking again! For y'all who wanted to build rustic villages, here's a sneak peek of upcoming wooden walls 👀
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3DxDEV
3DxDEV@3DxDEV7·
Take a look at this! 🤯 @FR3NKD just showcased this Amazing performance test pushing 50 MILLION triangles smoothly in Blender 5.0 with Vulkan! The viewport performance is absolutely insane. #B3D #Blender3D #3Dart #Vulkan #Sculpting
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TatsuyaM™
TatsuyaM™@TatsuyaBot·
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CS2 HQ
CS2 HQ@CS2HQ·
Counter-Strike
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invalidUsername.x
invalidUsername.x@invalid_degen·
A WebGPU compute path tracer built from scratch. Study #5 xr-need.com/web-features/t… - Full KHR_materials_anisotropy, incl. per-texel anisotropyTexture (brush direction + strength maps) - Anisotropic multiple-scattering energy compensation — white-furnace validated, bit-for-bit - No denoiser, fully converged - three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #anisotropy
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invalidUsername.x@invalid_degen·
invalidUsername.x@invalid_degen

A WebGPU compute path tracer built from scratch. Study #5 xr-need.com/web-features/t… - Full KHR_materials_anisotropy, incl. per-texel anisotropyTexture (brush direction + strength maps) - Anisotropic multiple-scattering energy compensation — white-furnace validated, bit-for-bit - No denoiser, fully converged - three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #anisotropy

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invalidUsername.x@invalid_degen·
invalidUsername.x@invalid_degen

A WebGPU compute path tracer built from scratch. Study #5 xr-need.com/web-features/t… - Full KHR_materials_anisotropy, incl. per-texel anisotropyTexture (brush direction + strength maps) - Anisotropic multiple-scattering energy compensation — white-furnace validated, bit-for-bit - No denoiser, fully converged - three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #anisotropy

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invalidUsername.x@invalid_degen·
Updated version online! Same link: xr-need.com/web-features/t… - Performance: ~2× faster path tracing on heavy models (any-hit shadow rays, smarter Russian roulette, GPU-saturating dispatch) - Two-level BVH (TLAS/BLAS) with automatic instance detection - Built-in Khronos sample models (Flight Helmet, chess set, Iridescence Suzanne) — one click to try Still 100% unbiased — every optimization verified against our white-furnace energy baseline.
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invalidUsername.x@invalid_degen·
A WebGPU compute path tracer built from scratch. Study #2 xr-need.com/web-features/t… – OpenPBR materials (clearcoat, sheen, anisotropy, iridescence, dispersion, glass) – Full glTF 2.0 + KHR extensions – HDRI + area + punctual lights, MIS everywhere – Physical DoF: double-click focus, real f-stops, hex bokeh – Invisible shadow catcher (colored glass shadows) – No denoiser — raw, converged path tracing – three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @UploadVR @80Level @mrdoob @bruno_simon @zeuxcg #pathtracing #pathtracer #ThreeJS #gameDev #WebGPU #3D #webDev #gltf
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invalidUsername.x@invalid_degen·
invalidUsername.x@invalid_degen

A WebGPU compute path tracer built from scratch. Study #5 xr-need.com/web-features/t… - Full KHR_materials_anisotropy, incl. per-texel anisotropyTexture (brush direction + strength maps) - Anisotropic multiple-scattering energy compensation — white-furnace validated, bit-for-bit - No denoiser, fully converged - three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #anisotropy

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invalidUsername.x@invalid_degen·
A WebGPU compute path tracer built from scratch. Study #4 xr-need.com/web-features/t… - Belcour's statistical layered BSDF (Laurent Belcour, SIGGRAPH 2018) — true inter-layer multiple scattering - Validated, not eyeballed — every material passes a white-furnace energy test, bit-for-bit. - No denoiser — raw, fully converged path tracing - three.js + WebGPU Paper: belcour.github.io/blog/research/… @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos
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invalidUsername.x@invalid_degen·
invalidUsername.x@invalid_degen

A WebGPU compute path tracer built from scratch. Study #5 xr-need.com/web-features/t… - Full KHR_materials_anisotropy, incl. per-texel anisotropyTexture (brush direction + strength maps) - Anisotropic multiple-scattering energy compensation — white-furnace validated, bit-for-bit - No denoiser, fully converged - three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #anisotropy

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invalidUsername.x
invalidUsername.x@invalid_degen·
A WebGPU compute path tracer built from scratch. Study #3 xr-need.com/web-features/t… - Multi-scatter sheen — SGGX microflakes + LTC (Zeltner, Burley & Chiang, 2022). Real fabric, with exact importance sampling. - Sheen color + roughness textures - No denoiser — raw, fully converged path tracing - three.js + WebGPU Paper: tizianzeltner.com/projects/Zeltn… @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #3D #gltf #khronos
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invalidUsername.x@invalid_degen·
invalidUsername.x@invalid_degen

A WebGPU compute path tracer built from scratch. Study #5 xr-need.com/web-features/t… - Full KHR_materials_anisotropy, incl. per-texel anisotropyTexture (brush direction + strength maps) - Anisotropic multiple-scattering energy compensation — white-furnace validated, bit-for-bit - No denoiser, fully converged - three.js + WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #ThreeJS #WebGPU #gltf #khronos #anisotropy

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invalidUsername.x
invalidUsername.x@invalid_degen·
I think this is the first MNEE path tracer on the web: physically-correct shadow caustics through glass, computed in WebGPU in the browser. Try it (decent GPU recommended, the scene is heavy): xr-need.com/web-features/t… All credit to the authors of "Manifold Next Event Estimation" — Johannes Hanika, Marc Droske & Luca Fascione — and to Blender/Cycles, whose implementation was my reference. Paper: jo.dreggn.org/home/2015_mnee… - Offline-rendering technique, running in the browser - WebGPU compute (WGSL) - three.js - W.I.P. @threejs @thekhronosgroup @webgl_webgpu @WebGPU @80Level #pathtracing #pathtracer #WebGPU #ThreeJS #khronos #gltf
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Three.js
Three.js@threejs·
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