Real-time 3D since 2005. OpenGL, WebGL, WebGPU, @Sketchfab (co-founder/CTO), @EpicGames. Building something new.
Jazz piano, handstands, demoscene leftovers.
Spark 1.4 is out!
The highlight is HDR: new BC6H and ASTC HDR codecs, offline quality at real-time speeds.
Also: BC1 Ultra, a BC7 codec for packed material maps, ASTC 5×5, and broader device support.
https://t.co/G3r9bkZZB1
My hand optimized Claybook (2018) tech versus GPT6 Astra Ultra after week of iteration and few hundred € worth of tokens. (GPT6 = old in the chart)
Codex is awesome for writing game code, but a senior expert still beats it hands down in perf critical inner loops and shaders.
Reflashing a badge after every software tweak gets old fast. So we built an emulator for the @threejsconf electronic badge: same render as the device, same fps, right in your browser.
https://t.co/NhVSru9abD
It's that time of the year – Apple again uses @threejs for their new iPhone Duo, and we can learn a lot from how they did it!
And now, we have the mighty @NeedleTools Inspector, the swiss army knife for understanding and editing 3D scenes on the web 🦾
Let's take a look!
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And that’s a wrap on the talks at the very first @threejsconf! 💙🇫🇷
@IamKonky from @MerciMichel showed us how they build worlds around an experience, from Red Bull and Microsoft 365 to Hermès. Prototype early, experiment, optimize, and let the environment serve the idea.
Then @bruno_simon asked what actually makes a web experience memorable: animation, performance, one original idea, fast iteration, play, sound and plenty of inspiration. 👀
Two very different talks, but a similar message: the technology is only part of the experience. It’s what you do with it that people remember.
And what a way to close out the conference 💙
https://t.co/L3aYcc2LAp
#threejs #threejsconf
Lightning talk at @threejsconf - A few months of work with @albn, not public yet, close to alpha.
Still building 3D tools after all these years, this time to put some love into how we manage 3D assets. Let's see where it leads.
Yes, the video has a poor LOD, sorry for that.
thanks to @threejs #threejs
New lighting tech in BAD Game (code name).
100% real time and runs at 240Hz 4K on my RTX 4090. 8x faster than my initial 16x SDF-ray per pixel proto. 1 ray per pixel and a new 6x6 bilateral filter (shared between SSAO and SDF rays).
Starting to look pretty good :)