munrocket

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munrocket

munrocket

@munrocketx

Computer graphics, mathematics, investment. 👁️

Earth Katılım Aralık 2017
553 Takip Edilen512 Takipçiler
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Тsфdiиg
Тsфdiиg@tsoding·
DO NOT google "C strings" and click Images! I repeat, DO NOT!
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
I will be benchmarking against Three.js soon. Let's see how well that goes :) Ours is WASM + WebGPU.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
After porting HypeHype shaders to our new project (and from GLSL to WGSL), I restored gather4 and fp16 optimizations... Biggest gains: SSAO: 0.992ms -> 0.555ms (-46%) Lighting: 0.149ms -> 0.108ms (-28%) Total frame time in test scene = 1.16ms (M3 Max)
Sebastian Aaltonen tweet media
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compusophy
compusophy@compusophy·
space hypnosis
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Yohei Nishitsuji
Yohei Nishitsuji@YoheiNishitsuji·
#つぶやきGLSL float i,e,R,s;vec3 q,p,d=vec3((FC.xy-.5*r)/r,.6);for(q.z--;i++<87.;i>46.){o.rgb+=hsv(.08,-e,e/5e1)+.004;p=q+=d*max(e,.02)*R*.23;p=vec3(log2(R=length(p))-t,e=asin(-p.z/R-.001)-1.2,atan(p.x,p.y)-t*.2)-1.;for(s=1.;s<8e2;s+=s)e+=abs(dot(sin(p.zxx*s),cos(p*s)))/s;}
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Elon Musk
Elon Musk@elonmusk·
@Rainmaker1973 The universe is fundamentally integer. There are a finite number of Planck cubes, which means a limited number of digits of pi (which can be thought of in integer form) to calculate volume. And you cannot have a fraction of a quark or lepton, so … integer.
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ojovivo
ojovivo@ojovivoMotion·
☀️
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mrdoob
mrdoob@mrdoob·
Still tweaking the API, but baking lightprobe volumes is fast and the results are looking great. Aiming to ship this in Three.js r184 later this month.
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joeryba.eth
joeryba.eth@joe_ryba·
Lacuscular. ❤️
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munrocket
munrocket@munrocketx·
@lisyarus We want 5-gons in list: dodecahedron and truncated icosahedron.
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Pretty sure you really wanted to see all the 14 uniform polyhedra with only regular 3, 4, 6 or 8-gons as faces today
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Alex Goldring
Alex Goldring@SoftEngineer·
The difference between @threejs and Shade is pretty massive. Shade is an entirely new engine written from ground up😅 Shade is a deferred renderer, it's fully GPU resident, it uses a vizibility buffer. It's got a built-in post-processing stack written from scratch as well. There's clustered lighting, order-independent transparencies, ray tracing, advanced texture filtering, occlusion culling and more. Regarding stills - when I started Shade, one of the main goals was to offer a turn-key solution. I was always frustrated with @threejs and Unity game engine by the amount of tinkering the user is expected to do to get a good looking result. Unity got better at this over the years, but far far from perfect. I wanted Shade to "just work" and look good doing it. To that end, all of the screenshots and videos don't have any special settings. It's just engine defaults. For example, pretty much everything looks better with some ambient occlusion (AO). You can bake it into your textures, but that's effort on the user's part. Screen-space AO works pretty well, so it only makes sense to offer it by default. However, even with just the AO there's a lot of effort to get to work well and fast, there are different algorithms and optimizations. Shade comes with best in class GTAO implementation that is fully PBR-aware, so you get good looking results every time. Another example is automatic exposure. Without it - the user has to tweak lighting to make sure the scene is not too bright and not too dark. Auto-exposure just takes care of it. You can disable it, or you can compensate the exposure via settings to make the overall appearance darker or brighter, but the default works well and looks good. Again, the feature is not a prototype but a robust best-in-class implementation. In fact, it's near identical to Unreal's system. There are lots of good looking demos in three.js, but if you just load a model, and add a light - it will look pretty underwhelming. I wanted to make the user not have to care about what's under the hood, import your assets and Shade will make it look good by default.
Vi3.co@vi3co

@SoftEngineer @threejs I have only seen the stills, but loved how much more vibrant the scenes became out of the box. How big is the code gap between ThreeJS and Shade?

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munrocket
munrocket@munrocketx·
Wat
Alex Goldring@SoftEngineer

A quick comparison to @threejs Scene 1 (overview): three.js: 12 FPS Shade: 126 FPS Scene 2 (boneyard): three.js: 27 FPS Shade: 142 FPS --- Hardware: Nvidia RTX 4090 Browser: Chrome 145.0.7632.76 ---- three.js version r176 (gltf-viewer.donmccurdy.com) thanks to Don McCurdy - No shadows - No post processing - No global illumination --- Shade version 1.0.1 - Shadows (CSM, 3 cascades) - Postprocessing ( GTAO, Bent Normals, Bloom, Autoexposure, TAA, SSR ) - Global Illumination via Sparse-Volumetric-Lightmaps

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munrocket
munrocket@munrocketx·
@fernandojsg I want to try. I played doom more than in quake in my childhood.
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Fernando Serrano
Fernando Serrano@fernandojsg·
Almost there. A few tiny details left, but the Doom port to JavaScript + Three.js is basically done. ~27k lines of code, ~200KB gzipped
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Jiří Minarčík
Jiří Minarčík@irukaminarcik·
MetaSpot: Spot constructed from metaballs (technically smooth-min blending of implicit ellipsoids).
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munrocket
munrocket@munrocketx·
Fun shader platform by XoR. I am in trending today 😁
munrocket tweet media
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Xor
Xor@XorDev·
The default avatar on FragGoord is now procedurally generated with a shader
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munrocket@munrocketx·
@XorDev Wow and MacOS bugs fixed too.
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Xor
Xor@XorDev·
FragCoord kind of works on phones now
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munrocket
munrocket@munrocketx·
@JohannesVuorine @SebAaltonen @HypeHypeInc can you sell old hypehype engine to flutter team? Dart infrastructure much better than react-native. As I understand your new hypehype engine will be completely new.
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munrocket
munrocket@munrocketx·
@HypeHypeInc @SebAaltonen you closed your platform so violently. Maybe you will opensource your low level graphics layer? At least some unfinished prototype with Dart.
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Xor
Xor@XorDev·
Introducing FragCoord: My ultimate shader editing tool!
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