
David Li
@daviddotli
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Playing with volumetric particles combined with skinned meshes. #webgl
http://t.co/PhxnGJvrV5.
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Disintegration: volumetric particles + skinned mesh + curl noise http://t.co/hxXmHEwCdV
http://t.co/QAJIPaQqQy
#webgl.
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@mrdoob @GPUaccelerated Yup, all code written from scratch! Emscripten and Heavy used though for compiling to WebAssembly/asm.js from C++ and Pure Data respectively. Store-bought MacBook 😅.
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Just pushed the code of all the current projects on http://t.co/N4Yq7YCVbC (flow, filtering, waves) to GitHub -
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@BreannanSmith Spot on! Then running a higher res GPU simulation on the subdivided mesh for the wrinkles.
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Quick breakdown of http://t.co/z0dYmOXC0Z for anyone interested: curl noise + half-angle slice rendering + incremental odd-even merge sort.
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Instrument design: @ugstuho.Audio FX/mixing: @krighxz.Backgrounds: @OlofStorm.Production: @mynameispamela, Asheley Gao.Arrangements: @cgmauleverer, @martinbatchelar.Musicians: Ashok Klouda, Dave Larkin, Elizabeth Goble, Peter Wilson, Zhivko Georgiev.
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@guycalledfrank It's essentially ambient occlusion volumes but using an analytic formula for occlusion from spheres instead of triangles.
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@backspaces I use a small thing that abstracts away global WebGL state and supports bindless object manipulation -
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@perspectivator @Flexi23 @adultswim @IvanRDixon @JustinRoiland Yes! Along with 69 other characters from various Adult Swim shows.
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@rickyreusser @backspaces Similar motivations for sure, though I took a more minimal approach that attempts to closely mirror the WebGL API.
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@hector_arellano Based on point splatting, yeah. Render depths to a texture, bilateral filter, reconstruct position and normal, and shade.
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