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@onirenaud

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CTO @utsuboco 🇯🇵🇫🇷 WebGPU @threejs

Kyoto, Japan
Joined March 2015
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@onirenaud
Renaud
2 years
✨I've launched my GitHub Sponsors page!. Focusing on #threejs WebGL2/WebGPU integration, advancing tools like stats-gl, r3f-perf, react-three-next & more!. 🐙Sponsor:. Deeply appreciate your support, it empowers more time for these exciting projects. ❤️.
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@onirenaud
Renaud
3 days
Firefox on Windows is getting WebGPU support next week!. It’s still catching up a bit on performance and features, but the core benefits are there. With Chrome, Safari, and now Firefox onboard, WebGPU is officially mainstream. More:.
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@onirenaud
Renaud
3 days
Did some tests for the World Expo last weekend. Everything went smoothly except we forgot the TV was 80kg when it came time to mount it. 😅
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@onirenaud
Renaud
3 days
Just upgraded my WebGPU interaction with wide FOV at 30 FPS and 16-bit depth unpacking. Optical flow now properly aligns with physical space and respects directional cues. Can't wait to push this interaction model further with new experiments!
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@onirenaud
Renaud
5 days
Experimenting with optical flow on Kinect input to drive real-time fluid dynamics in WebGPU. #threejs
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@onirenaud
Renaud
5 days
Can we start a movement to bring back the Kinect? I’ve been playing with it in WebGPU and… it’s ridiculously good. #threejs
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@onirenaud
Renaud
11 days
Working on the final rendering details of my fluid simulation. This is just the AO and shadow pass in grayscale, sometimes stripping it down shows the most. #WebGPU #threejs
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@onirenaud
Renaud
12 days
Ever wondered how the fishermen in Hokusai’s Great Wave felt?. I recreated this interactive scene in WebGPU, and let’s just say, from the inside, it’s far less poetic. Those poor guys were just holding on for dear life.😂
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@onirenaud
Renaud
18 days
Almost done with the interaction of my WebGPU fluid simulation!. After testing BVH geometry and marching cubes with compute shaders, I chose raymarching for hands interaction & rendering. It adapts well with MLS-MPM and enables precise interaction in real-time for <2ms. #threejs
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@onirenaud
Renaud
19 days
The PR:.
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@onirenaud
Renaud
19 days
Just finished implementing StorageTexture3D in threejs and added a new example to show how it works!. Real-time 3D texture computation is now possible with WebGPU. Super fun to see it running live!
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@onirenaud
Renaud
26 days
Compute of tier1 and 2 storage textures including rgba32float with read-write access has been merged to WebGPU!.
@onirenaud
Renaud
3 months
Most of my threejs postprocessing is now in compute shaders using storage textures. But being limited to only red channel for read-write is painful. That’s why the storage-texture-format-tier1 (RGBA!) proposal is so exciting, true read-write means no more ping-pong tricks! 🥳
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@onirenaud
Renaud
26 days
Draft render from last week, built with Three.js Shading Language and WebGPU, using hash noise and afterimage passes in Post Process. It's not making the final cut (too noisy for interactive use), but I liked the Ghibli-esque vibe enough to share it here.
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@onirenaud
Renaud
27 days
First test of WebGPU fluid sim + Leap Motion for hand interaction and I'm pretty sold. Started with Mediapipe, but it tanked FPS and lost tracking often. Leap Motion is much smoother and more reliable. Using simple capsules for now, working on better palm support.
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@onirenaud
Renaud
1 month
We back in business Claude, next prompt:. “Read this paper on AVBD and implement it using WebGPURenderer from Three.js. Use webgpu_compute_particles_fluid.html as a starting point.".
@teortaxesTex
Teortaxes▶️ (DeepSeek 推特🐋铁粉 2023 – ∞)
1 month
Impressive flex from the University of Utah:.Augmented Vertex Block Descent (AVBD).«Vertex Block Descent is a fast physics-based simulation method that is unconditionally stable, highly parallelizable, and capable of converging to the implicit Euler solution»
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@onirenaud
Renaud
1 month
@onirenaud
Renaud
1 month
Safari enabling WebGPU by default… starting tomorrow? 👀 #WWDC25.
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@onirenaud
Renaud
1 month
Safari enabling WebGPU by default… starting tomorrow? 👀 #WWDC25.
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@onirenaud
Renaud
1 month
Integrated unified spray, foam, and bubbles into my fluid simulation. Runs in real-time with WebGPU, Three.js, and over 1 million particles!
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@onirenaud
Renaud
2 months
Took me a few days to got Unified Spray, Foam and Bubbles to work with MLS Material Point Method but I'm happy with the result so far!. (MPM Grid on the right.)
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@onirenaud
Renaud
2 months
Back in 2022, I had to implement KTX 2D Array Compression in Three.js to handle this site packed with HD textures: Luckily, we had a lot of freedom with the design integration, made the technical challenge a lot more fun!.
@utsuboco
Utsubo
2 months
Throwback to our collaboration with @hadaka_jp 🎥.Hadaka is a Japanese creative design studio based in Osaka. We helped develop and animate their website to bring their universe to life. Explore the full experience at:
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@onirenaud
Renaud
2 months
Today, I created a set of helpers in order to recreate the shape of the Great Wave, but I found the interaction felt too static. Instead, I’m planning to recreate the scene using periodic velocity emitters to simulate wave motion, ideally resulting in a more natural effect.
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