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Posts by DougLilliequist

Video

PBR shader wrapped up. Diffuse and Specular maps are generated via cmgen CLI

#webgpu

6 months ago 0 0 0 0

Sincerely #three.js, but if you don’t like to work with fixed pipelines and low level stuff, you are not an advanced user.

6 months ago 2 0 0 0

Finally found the cause: override doesn't seem to work with compute shaders in Safari.

6 months ago 1 0 1 0

This sucks. None of my prior WebGPU sketches work on the new Safari…but works perfectly fine on Chrome…

7 months ago 0 0 0 0

Also, I’ll sound very harsh: do yourselves a favour and drop any projects or ponder on solutions that are based on WebGL.

It is outdated, performs horribly and requires tedious hacks to MAYBE get what you want.

With WebGPU, you can think about and solve problems in a more reasonable fashion

8 months ago 0 0 0 0

Not that I would consider myself an expert at this point (yet), but PBR is surprisingly straightforward!

The hassle is generating the assets needed for IBL.

8 months ago 0 0 0 0

All right: time to learn what is actually going on behind a PBR shader and make one myself.

8 months ago 1 0 0 0
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Video

Marching cubes experiment made with my own WebGPU framework 🗿🌊 Hope you'll find it fun and inspiring (and satisfyingly disgusting 🫠)!

dougllab.netlify.app/marchingcubes

#webgpu #creativecoding

8 months ago 3 0 0 0
Video

Very nice. Removed an awkward copyBufferToTexture and now my 3D blurring is even faster! Guess I'm ready to start diving in to marching cubes...

#webgpu

9 months ago 1 0 0 0
Preview
a man with glasses and a mustache is sitting in front of a sign ALT: a man with glasses and a mustache is sitting in front of a sign

Have to try this, but after reading some fine print…storage textures can eventually be used with samplers depending on the bindings.

This is awesome, but this means i have some hefty refactoring to do on my fluids and shadow volumes…

9 months ago 0 0 0 0

Raymarching volumetric lighting is a bit slow… :(((

9 months ago 0 0 0 0
Video

My voxelizer is working! 128^3 voxels < ~150us. 256^3 around < ~800us (on my M1Pro)

Ironically, visualising the voxels is heavier than the voxelizer itself...

*cackles manically*

#webgpu

9 months ago 12 0 0 0

Too much at work. Have some fun concepts I want to explore for a few days during my vacation.

9 months ago 0 0 0 0
Video

Cool accident while updating a previously SD 1.5 based workflow to SDXL / HotshotXL.

Not a fan of how all the motion models are aiming for "perfection" and in my workflow's case, I need AnimateDiff + frame interpolators still!

#comfyui #aiart

11 months ago 2 0 0 0

If there is anything that worries me, it is not “AI taking our jobs”.

In the end, an experienced dev will know what to prompt compared to one with less experience.

I’m more concerned about project deadlines becoming more and more unrealistic due to the false belief that “AI can do everything”

11 months ago 15 2 3 0

This. Been through a ton of stressful moments and project crunches for this very reason.

11 months ago 3 0 0 0
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WebGPU support.

11 months ago 10 0 0 0
Video

125k flocking boids
particle volume shadows
3d fluids (32^3) using hand tracker as cursor

120 fps on M1 pro

Learned a ton doing this project, but I'm bored of particles at this point 😅 Hopefully this will be fun and inspiring to whomever tries this out!
dougllab.netlify.app/birds

#webgpu

11 months ago 8 1 0 0

Software rasterised points using compute perhaps? 🤓

1 year ago 0 0 0 0

Google mediapipe!

1 year ago 1 0 1 0
Video

Kindoff getting there! Using pressure makes it more interesting...

Maybe a habit thing, but interacting in a 3D space feels like you need to "master" the interaction which isn't too fun. More parameter tweaking! 🪛

#webgpu

1 year ago 5 1 1 0

Ah! You *can* use samplers in compute shaders! Just have to make sure you are using textureSampleLevel!

#webgpu

1 year ago 0 0 0 0

After this practice project I'll be going back to soft-bodies. Particles are getting quite repetitive now...

1 year ago 0 0 0 0

ouuuufffff...the compression is horrible......

1 year ago 0 0 0 0
Video

Back at it! Integrating my 3D fluids into my original boid simulation. Lots of finetuning is needed and scaled up the particles to avoid compression 😅 Doing so reveals a fair bit of aliasing...

Also learned that using samplers is not allowed in compute shaders :(((((

#webgpu #creativecoding

1 year ago 1 0 1 0
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Same, takes a fair bit of calibration with media-pipe…not to mention every hand is different…could maybe to a fancy average bbox size after N frames to make it even more accurate 🤓

Fully doable! Quality however is GPU bound as I need a lot more iterations and voxels…

1 year ago 2 0 0 0
Video

Few subtle error fixes later and now it looks even better! 🌊

#webgpu #creativecoding

1 year ago 8 0 2 0
Video

With gradient subtraction (familiar fluid look) 🌊 and with my setup it is easy to toggle between the two behaviors  💨

#webgpu

1 year ago 2 0 0 0
Video

Just to show I'm not bluffing 🤓

#webgpu

1 year ago 2 0 0 0
Video

Just need some calibration, but the handtracking is doing wonders!

For the Z, I compute a 2D bounding box and use the area as the Z position (far away == sm0l hand, big hand == close)

#webgpu

1 year ago 0 0 0 0