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www.willusher.io
| | cprimozic.net
5.7 parsecs away

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| | I've been working on building 3D scenes and environments in the browser using Three.JS. As part of those, I make pretty heavy use of the pmndrs postprocessing library for post-processing and effects. I've also implemented a custom godrays effect that works with postprocesing called three-good-godrays. It creates a custom pass that is added to the postprocessing EffectComposer which renders volumetric screen-space godrays by reading the depth buffer and shadow map for a light.
| | www.reedbeta.com
4.8 parsecs away

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| | Pixels and polygons and shaders, oh my!
| | lisyarus.github.io
5.0 parsecs away

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| | [AI summary] The user has developed a simulation with particles interacting based on physics rules. They implemented a binning system for efficient computation, used parallel processing with compute shaders for sorting and prefix sums, and created a rendering pipeline that includes anti-aliased circles, glowing effects, and point-based rendering for small particles. The simulation is interactive, allowing users to randomize systems, save, and share configurations. The performance is optimized, with the binning step being fast enough to not significantly impact the overall frame rate.
| | www.elopezr.com
26.0 parsecs away

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| [latexpage] Rise of the Tomb Raider (2015) is the sequel to the excellent Tomb Raider (2013) reboot. I personally find both refreshing as they move away from the stagnating original series and rete...