Testing out Apple’s SHARP to generate a point cloud from a 2D Image then using @threejs to create a GPGPU particle flow field in WebGL.
Live demo: https://t.co/QmCJBlGQJP
Source code: https://t.co/NbXwALt2bR…
#threejs#webgl#particles#3DModel
Taking positions + colors from a Gaussian splat generated by Apple's SHARP model and visualizing them as a drifting particle cloud using Three.js and shaders.
📢 Open-sourcing the Sarvam 30B and 105B models! Trained from scratch with all data, model research and inference optimisation done in-house, these models punch above their weight in most global benchmarks plus excel in Indian languages.
Get the weights at Hugging Face and AIKosh. Thanks to the good folks at SGLang for day 0 support, vLLM support coming soon. Links, benchmark scores, examples, and more in our blog - https://t.co/DcCG3zlN8p
I tried procedurally generated environment for 3D world at first, but it looked fake. Later I downloaded Cubemap texture and loaded it and that looked realistic. Cube texture with bubble shader is very performance heavy though.
Spent most of the long weekend recreating Safari’s Hide Distraction feature using metal shaders. This one took many attempts, Claude came to rescue though! 🙌
#SwiftUI#Shaders
@jopriyu Raosaheb and Antu Barva is still one of my favorite characters, they're so well written that you wonder if he met these people in real life or not.