Jonathan Chemla
@jo_chemla
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CTO @ Iconem Playing with city-scale 3d scans & maps, gis, real-time rendering, OSS/open-data ❤️ activating @[email protected] | @jochemla.bsky.social
Paris, France
Joined August 2017
Proud to share the work we carried out @iconem following the ambitious 3d-scan of San Pietro Basilica, Vatican! 🎉 Incredibly grateful to our partners who made this project possible @Microsoft & La Fabbrica di @BasilicasPietro
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three-mesh-bvh now runs the SDF generation in less than 10 ms with the new WebGPU version on my M1. This means we can literally run complex boundaries in realtime such as a skinned mesh for any simulation. Time to fix and port this old 2023 example to Three.js Blocks.
Version 0.9.2 of three-mesh-bvh is out now and brings support for raycasting & distance queries using WebGPU compute shaders! This is the first step towards WebGPU path tracing & other compute-shader features 🚀✨ #threejs #webgpu #javascript
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Version 0.9.2 of three-mesh-bvh is out now and brings support for raycasting & distance queries using WebGPU compute shaders! This is the first step towards WebGPU path tracing & other compute-shader features 🚀✨ #threejs #webgpu #javascript
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Released initial support for WebGPU/TSL in @takram/three-atmosphere. It features much faster LUT generation, physically correct lighting at large-scale scenes, geometry-based lens flare/glare effect and more. It took longer than I anticipated. https://t.co/tkdDtImI7D
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Caught up in the Samsung Galaxy XR announcement hype is that they implied all of Google Maps Immersive View interiors are fully explorable with gaussian splatting.
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Google Maps v2.0? 🌍 Here's @PlayCanvas streaming a scene with 2 BILLION Gaussians! 💪 Coming sooooon!
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📝 New Blog Post 📝 I spent the summer diving into TSL and WebGPU, porting over my favorite shader work along the way This article compiles all my learnings, alongside many Compute Shader applications and practical TSL shader patterns https://t.co/LfXNeBo3Jj
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First results on "Potree-Next", a WebGPU-based rewrite of Potree. Still work to do before it is production-ready, but over the course of the next year it will catch up with the current Potree 1.8, and eventually replace it. https://t.co/N2EefILGvw
https://t.co/roGGJopRDO
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Blender Alert! 🚨 5.0 is now in Beta and already looks like one of the best updates ever. So many exciting new features and improvements to boost global adoption. Let’s dive in... A Thread👇 #b3d
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Impressive deep-dive! 🔥 CLOD meshlets built in 30min @ 8 threads/192GB RAM on a 1.64B tris @glTF3D (18.9B w instancing) Available in meshoptimizer et vk_lod https://t.co/yKYOdMbE4h
https://t.co/Pg7kjhEt36 Inspired by @BevyEngine
https://t.co/mEVkvpXR4d
New blog post! In "Billions of triangles in minutes" we'll walk through hierarchical cluster level of detail generation of, well, billions of triangles in minutes. Retweets welcome! Link in reply because algorithm.
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One of my favorite things since switching to Blender, is that "coming soon" isn't really a thing anymore. Anytime a blender dev teases a feature, the community will go ahead and supplementally recreate that feature the same day, so you don't have to wait. Oh and it's free! :D
🚀 Coming Soon: Tessellation-Free Texture Displacement! Say goodbye to pre-tessellation. Enjoy fast, high-quality displacement with zero prep, unlocking new creative freedom for artists everywhere. ✨ #Maxon #Redshift #render #displacement #3d #C4D
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@kbgg_ @MaxLenormand @nextgis @source_coop @STACspec @kbgg_ probably of interest to you and source_coop! A react frontend to a federated-collection STAC API, which would basically allow representation and sharing of catalogs and datasets served from where they live, aggregated! https://t.co/qFKYvAOA3m
https://t.co/9QhTvrnUK2
github.com
There is a lot in this one! The browsing experience will be mostly the same but there are a few noticeable changes in the front-end application: User-facing changes Now users can specify which STA...
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Introducing Vantor. The next chapter of Maxar Intelligence starts today. We’re on a mission to help our customers make sense of all the sensor data they collect across space, air, and ground—because building a unified intelligence picture is harder than ever. Too many sensors.
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Job update: after nearly 8 years of open source I'm excited to go independent to work on consulting & OSS dev. More details to come, but feel free to reach out about collaborations or how you can support my work! #threejs #javascript #webgl #gis #cad
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Really nice Easing Editor by @JulianGarnier for animejs! https://t.co/uVB75apnuB
animejs.com
Visualize, configure and generate JavaScript and CSS spring and easing functions with the official Anime.js Easing Editor
Anime.js 4.2.0 is out! 🧩 All modules can now be imported individually with subpaths 🎨 CSS variable values support 🏹 Simpler spring API with bounce & duration params 📈 More WAAPI built-in easing functions 🎛️ And an easing editor! Plus tons of fixes and improvements!
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Introducing GeoVibes, similar to @EarthGenome Earth-Index, but runs locally on any embeddings! Great deep-dive: https://t.co/mkTCWebi9t Work by Christopher Ren, Noah Golmant + @Zboknows @isaaccorley_ repo: https://t.co/fLmUyLeZ6i
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NOW in Beta in Needle Engine: new features for responsive 3D and scrollytelling. Try it now and give feedback! @NeedleTools #threejs
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With WebGPU, AAA graphics on the web isn’t a dream anymore. Devs just need native-grade tools. That’s why I’m building Three.js Plus. Today I added GPU culling. Here 5M PBR cubes distributed in <10ms on a convex geo, running at 120fps thanks to object culling & indirect draws.
Today’s work reminded me: tossing more OSS into the void isn’t it. Too often it fades without support. So instead, I’m putting care into how I share, bundling the code I use daily at @utsuboco into Threejs Plus: advanced, always-up-to-date WebGPU-first components. 1/4
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Among other things, great Taxonomy of Camera Motion Primitives in this paper! https://t.co/SHdHKikfCp
“We must perceive to move, but we must also move to perceive.” – J.J. Gibson Humans perceive the world through movement, e.g., depth from motion parallax). Likewise, camera motion is key to understanding a video’s perspective and the intent of the “invisible” camera operator.
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My four takeaways from the Blender Conference🇳🇱 1. It's the End of an Era Ton Roosendaal (founder and CEO of Blender) will step down on Jan 2nd, but remain in a supervisory role on the board. In his place, Francesco Siddi (the current COO) will assume the title of CEO. It was
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using ERA5 50 hPa data to drive particles around a globe in a threejs compute shader
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