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Set of experiments and extensions to THREE.js.

threejs-sandbox

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Set of experiments and extensions to THREE.js. These pages are a sandbox of examples and not necessarily ready to include in projects and may require some work to properly and performantly integrate.

If any classes are used in a project or application credit is appreciated (though not required) and let me know! I love seeing my work used in practice.

Potential Projects

  • Deferred Renderer
  • TRAA, non float buffer on volume-lights (see playdead implementation, article by Alex Tardif)
    • https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/
  • use GLSL syntax parser for debugger
  • VXGI
  • Subsurface Scattering
  • SSDO
  • Stochastic transparency
  • Glossly refraction post effect (based on overlap, depth?)
  • Glint shader (https://twitter.com/xavierchermain/status/1305443303819800579)
  • Immediate-mode style global (or imported) tool that lets you draw debug widgets easily
  • Bent normals generator
    • https://twitter.com/FewesW/status/1342595321948499971
    • https://twitter.com/FewesW/status/1162362788003614721
  • Screen space shadows
    • https://panoskarabelas.com/posts/screen_space_shadows/
  • Provide helper for depth peeling renders
  • Gem shader
    • https://github.com/Sorumi/UnityRayTracingGem
    • http://sorumi.xyz/posts/unity-ray-tracing-gem-shader/
  • Texture atlaser for mesh optimization
  • Screen Space Global Illumination
  • Triangle draw order reorganizer for transparency / overdraw
    • http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.83.572&rep=rep1&type=pdf

Next

  • Half Edge data structure
  • GPU particles
  • Curl noise
    • https://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-curlnoise.pdf
    • http://petewerner.blogspot.com/2015/02/intro-to-curl-noise.html