#Mitxela built a #3D viewer in JS for in-browser rendering of meshes (VRML or STL) with #ThreeJS #WebGL with fairly intuitive controls
on 02024-03-10#WebGPU is like #WebGL for #GPGPU, available in Chrome Canary; example code uses #WGSL, a textual near-assembly language for #SPIR-V with a Rust-like syntax
on 02021-11-02photorealistic pathtracing #rendering in #Shadertoy #WebGL fragment #shaders using a texture buffer for progressive improvement (?) #graphics
on 02018-10-13dissections of #Shadertoy #WebGL fragment #shaders, including a photorealistic cloud simulation in 10 lines of code and real-time raytracing #rendering #graphics
on 02018-10-13doing liquid simulation using #WebGL fragment #shaders #graphics
on 02018-10-13doing #cellular-automata (the Game of Life in this case) using #WebGL fragment #shaders #graphics
on 02018-10-13using #WebGL #shaders on #Shadertoy to solve the wave equation and thus simulate waves #graphics
on 02018-10-13generating a city from noise in #WebGL fragment #shaders #shadertoy #graphics
on 02018-10-13how to use fragment #shaders in #WebGL in three.js #JS #Shadertoy #graphics
on 02018-10-13#rendering to textures in #WebGL #shaders #graphics
on 02018-10-13#rendering to texture buffers in #WebGL #shaders in order to get state #graphics
on 02018-10-13#rendering real-time #caustics in #WebGL, with a link to a demo. #graphics
on 02018-08-30“Perform massively parallel #GPGPU computations using #WebGL.” This sounds super awesome, although it’s doing this goofy pseudo-#JS parsing thing. Unfortunately their benchmark only gets a 7× speedup on this laptop, which is less than what you’d expect going from JS to e.g. C++, Golang, or Rust on the CPU.
on 02017-07-11Ken Perlin presents a live-editable explanation of #ray-tracing, using #WebGL GLSL. #explorable-explanations #graphics #rendering
on 02017-05-19"Rhodium liquid carbon", a truly amazing little #graphics demo in #WebGL, or really in GLSL, doing real-time volumetric #ray-tracing of a particle system with depth of field, refraction, and glow all in a couple hundred lines of code. By demoscene artist Virgill. #smallisbeautiful #rendering
on 02016-10-23A direct-manipulation spatial (rather than linguistic) interface for writing #WebGL shaders, from Toby Schachman at #CDG.
on 02016-04-29Shadertoy is like a jsfiddle for #WebGL shaders I guess? With an FPS meter! Unfortunately this particular shader runs at 0.3 fps on my machine, making my browser unusable!
on 02016-04-29Oh hey, #WebGL and GLSL have Perlin noise (or Perlin’s improved noise function called “simplex noise”) built in. Or almost; apparently this isn’t quite Perlin noise, but it’s similar.
on 02016-04-29A #WebGL graphing calculator, to visualize the results of WebGL fragment shader expressions with a line plot.
on 02016-04-29Another #WebGL GLSL #tutorial, this one from Paul Payne, lecturer at the Northern Sydney Institute of Tafe.
on 02016-04-29#WebGL #documentation online; this particular page is for built-in functions that return approximate partial derivatives of an arbitrary computed quantity relative to the window x and y coordinates in a fragment shader.
on 02016-04-29Part of a set of excellent #tutorial pages on #WebGL, providing some handy helper functions to keep boilerplate to a minimum.
on 02016-04-29The Book Of Shaders is an interactive #WebGL #tutorial #ebook with live GLSL code. Its homepage won’t load if you have WebGL disabled (and will make your browser unusably slow if you have it enabled but with an inefficient renderer), but the individual chapters will, like this one about math functions that are useful for shaping things. This chapter for some reason fails to render any of the shaders in my Chromium, maybe because it’s getting the error, “INVALID_ENUM: texImage2D: invalid texture type”.
on 02016-04-29A #UX imitating #Scratch for #OpenSCAD, or rather #OpenJsCad, for designing #3D objects for printing. I can’t try it on my netbook right now because I don't have #WebGL.
on 02015-08-15