Joined May 2007
10 Photos and videos
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Of course I went with Pro, but the main reason for the bandwidth overage was that I skimped on DRACO compression for GLTF.
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FPS非依存lerpの係数の公式 logmi.jp/tech/articles/32687… よく忘れるからとても助かります🙏
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Very inspiring. sketchfab.com/kanistra/model… To me it looks like the ultimate vertex attribute.
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This time it may be slow on mobile devices. You can reduce the load with "drawAmount" in Controls. Technically, the position and normals of the triangles are computed with vertex shaders using Render Target Texture.
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I wanted to experiment with geometry running in real time, but GPGPU via textures is difficult because of the many indirect references. 😱 Please let me know if there is a better way.
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Ichitaro Masuda retweeted
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Ichitaro Masuda retweeted
Replying to @masudaaa
@masudaaa さんの作品があまりにもすごすぎたのでクローンを作った。 技術的には、 ・instancedMesh ・GPUComputationRenderer ・quaternionを使った回転 を使った。 #threejs
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I am shallow and groping my way into GPGPU. I cried because GPGPU via FBO is super hard to debug. Debugging glsl tests my reasoning as a programmer. Getting the texture lookup wrong is a nightmare. carla-flow.vercel.app only lasts 3 passes but my head was bald.

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It is interesting to stop time with the space key, then move the camera to get a closer look. This demo uses the results of the SkinnedMesh animation performed by Three.js on the GPU. To emulate the Transform Feedback, the vertex positions are stored to a render target texture.
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Like the curl-flow.vercel.app/, this is a small example of customizing shaders by taking advantage of Three's PBR and shadow maps.

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The idea is to sample each octave of fBM and repeat the extruding the vertices in the normal direction. The surface will expand roundly.
I did my homework for #threejsjourney (29 — Raging sea). Demo: angry-waves.vercel.app/ Code: github.com/ichitaro/angry-wa… This is not physically correct, but I enjoy giving shape to something with Three.js. #threejs #webgl #creativecoding
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The idea is to represent the sea by placing a large number of particles floating on the surface of the water, like the yellow balls in this example: threejs.org/examples/?q=wate…
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Here are some other screenshots. The mouse operation is a bit tricky, but sometimes interesting sculptures are created, so please use the space key to stop the time.
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The primitive has been changed from Box to Pyramid.
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