Renaud
@onirenaud
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CTO @utsuboco 🇯🇵🇫🇷 WebGPU @threejs Working on threejs-blocks
Kyoto, Japan
Joined March 2015
Working on the last big piece that will be shipped in the alpha of Three.js Blocks: IndirectBatchedMesh for WebGPU. Static scenes with frustum culling + dynamic batching. ~0.3ms CPU for ~500k unique geometry. This is the Web-3D leap WebGL couldn’t hit. 1/3
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Firefox's WebGPU catch-up is impressive. Like WebGL, its validation/errors are much more verbose than Chromium, which is great for debugging Safari's silent WebGPU failures. Screenshots: Firefox complains, Chrome patch it up internally, Safari silently crashes.
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Three.js Blocks will be released in closed alpha Dec 10th 🙏🚀
r182 will be released Dec 10th 🙏 https://t.co/Ha1beClRC5
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Updated by making the explosion effect a bit more subtle by playing with opacity, so the disintegration effect is more visible!
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My WebGPU-first library, Three.js Blocks is ready for it!!
📢 WebGPU is now officially supported across Chrome, Edge, Firefox, and Safari → https://t.co/TNB1bpcQtq Access high-performance 3D graphics and AI capabilities right in the browser with this major milestone.
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Related: https://t.co/TTaogh5zKE
Making this possible in Three.js meant upgrading its indirect draw support to handle multiple offsets, a change that makes the renderer’s indirect draws incredibly powerful, and remove the need of experimental unstable API such as MultiDrawIndirect. https://t.co/Tgyd4P1huX
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Found a solution to properly batch in WebGPU using a single renderbundle command without needing multidraw! Less than 1 ms on the GPU on my M1 for over a thousand culled animated meshes. Three.js Blocks is awesome!!
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PS: I really hope r182 will be released soon because 90% of Three.js Blocks relies on it and I can't release until then. 😂
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Making this possible in Three.js meant upgrading its indirect draw support to handle multiple offsets, a change that makes the renderer’s indirect draws incredibly powerful, and remove the need of experimental unstable API such as MultiDrawIndirect. https://t.co/Tgyd4P1huX
github.com
Description Edit: Add array support to indirectOffset which allow to easily batch multiple indirect draw with multiple indirectOffset, allowing to do all sort of super fast batch with WebGPU (notab...
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Making this possible in Three.js meant upgrading its indirect draw support to handle multiple offsets, a change that makes the renderer’s indirect draws incredibly powerful, and remove the need of experimental unstable API such as MultiDrawIndirect. https://t.co/Tgyd4P1huX
github.com
Description Edit: Add array support to indirectOffset which allow to easily batch multiple indirect draw with multiple indirectOffset, allowing to do all sort of super fast batch with WebGPU (notab...
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Advanced usage of the Bake Animation Texture system: all geometries are batch-rendered in a single draw call using IndirectBatchedMesh, animated in the GPU, while still benefiting from culling via indirect draws and compute shaders. All code will be available in the examples!
One of my favorite tool that will be included in Three.js Blocks. An Object Animation Texture system I’ve been using & refining for almost 2 years. It allows to bake anything in Blender and render it in Three.js in a single draw using a dedicated Export Tool, Mixer and Loader.
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Thanks to frame interpolation and optimized packing, it stores and plays thousands of animations, compressing hundreds of MB into just 1–2 MB, rendered in a single draw call. More examples soon! Meanwhile, https://t.co/bOocyfezIK is a great demo of it in action.
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One of my favorite tool that will be included in Three.js Blocks. An Object Animation Texture system I’ve been using & refining for almost 2 years. It allows to bake anything in Blender and render it in Three.js in a single draw using a dedicated Export Tool, Mixer and Loader.
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I'm still using three-mesh-bvh, and PBF was introduced to me last week by a comment from @jmeseguerdepaz. I still find SPH a bit more accurate and pretty, but I understand why PBF is better for real-time. So I will keep both! Thanks for the idea!
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Computed SDF, Sampler and Raymarch Volume updated and running in realtime! 2/2
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New features added to Threejs Blocks: - Position-Based Fluid + Spatial Grid Optimization as an alternative to SPH: more stable with larger delta. - Dynamic Compute Sampler & Constraint updates. You can combine these blocks to do fun stuff like this! 1/2
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BVH support wouldn’t have been possible without the WebGPU-enabled three-mesh-bvh from @garrettkjohnson: https://t.co/gFQQLcMvY8 We’ve sponsored the project at Utsubo since 2022, happy if it helped even a little. 😬 It’s easily my 2nd library… right after three.js 😄 5/5
github.com
A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes. - gkjohnson/three-mesh-bvh
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