Andrea Gargaro retweeted
Getting volumetric fog working in three-gpu-pathtracer! It could use some kind of density noise, but that will come with custom materials in the future😶🌫️
gkjohnson.github.io/three-gp…
Try it here, also with your own models:
agargaro.github.io/simplify-…
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Andrea Gargaro retweeted
I’ve finally had a bit of time over the last few days to finish this duck project 🦆
It’s been made using #threejs (webgpu only) and #Claude
I hope you like it!
🫶 ah-nah-trah.emmelleppi.me/
The demo is live! It still needs some optimization but it's a good start. Add ?debug=true for stats and controls.
Demo: instanced-mesh-showcase.verc…
Code: github.com/agargaro/instance…
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Play it in your browser (desktop and mobile):
instanced-mesh-showcase.verc…
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How it works:
• 4 LODs simplified at runtime with meshoptimizer
• BVH for culling and raycasts (0.2 ms vs 90 ms linear)
• sub-pixel culling with onFrustumEnter
• flame, smoke, sparks and lasers in one InstancedMesh2
• same API on WebGPURenderer and WebGLRenderer
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npm i @three.ez/instanced-mesh@beta
Library: github.com/agargaro/instance…
Demo source: github.com/agargaro/instance…
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Andrea Gargaro retweeted
Working on new examples and showcases for the InstancedMesh2 docs.
First up: a friendly robot army showing off instanced skinning + per-instance culling!
Built with @threejs. Robots by @KayLousberg.
#threejs #webgl #gamedev
Today I started rewriting InstancedMesh2 to make it compatible with WebGPURenderer.
InstancedMesh2 has been used more widely than I expected, and I’m grateful to you all.
#threejs
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My best friend @LuigiDenora’s enthusiasm after the three.js conf convinced me to get back to my open-source projects. I’ll use AI sparingly, so progress may be slow, but I’m really happy to be working on this again. Repo + findings soon.
Andrea Gargaro retweeted
Thanks to @mrdoob, three-gpu-pathtracer now includes a drag-and-drop viewer for binary glTF files 🚀 I've added a link to the viewer in the repo!
#threejs #webgl #raytracing
Andrea Gargaro retweeted
With WebGPU, AAA graphics on the web isn’t a dream anymore.
Devs just need native-grade tools. That’s why I’m building Three.js Plus.
Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support.
So instead, I’m putting care into how I share, bundling the code I use daily at @utsuboco into Threejs Plus: advanced, always-up-to-date WebGPU-first components.
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Andrea Gargaro retweeted
I did something → samsy.ninja
Sound on & bring friends with you.
Open to new opportunities.
WebGPU @threejs







