Poimandres retweeted
The @pmndrs upscaler now works with the new @PixiJS 3D beta system. This is 2X upscaling at 120fps.

I'm PRing a few things to get temporal effects into the beta so we can get the TemporalUpscaler next!
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A new challenger approaches.
Web physics has unique requirements around bundle size, accuracy and speed and @isaac_mason_ is up for the challenge. Stay tuned.
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Poimandres retweeted
tip: add a virtual camera and 3D projection to your SVG diagrams so you can rotate them around

makes breaking down complex rendering technique easier :)
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Poimandres retweeted
wgsl evolutionary fungal terrarium
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A new day, new Zustand release.
🐻 Zustand v5.0.16 is out!

A small performance tweak and fixes for devtools and persist middleware. Thanks to contributors!

Release note:
github.com/pmndrs/zustand…

Want to support Zustand? Check out our banner sponsorship opportunities!
dai-shi.github.io/zustand-banner…
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Poimandres retweeted
three-mesh-bvh & compute-shader powered lightmap generation💡✨
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Check out how Vercel made their Next.js Conf website with R3F and their homegrown tools.
⭐️ Interactive code sandboxes are now on the @vercel blog. Try them out to build the 3D prism game from the Next.js Conf registration.

Sidenote: First time ever working with WebGL and 🤯

vercel.com/blog/building-…
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Poimandres retweeted
Real-time spectral rendering of the atmosphere using Radiance Cascades with rainbows and refraction.

Light paths are allowed to bend and create complex dispersion as well as atmospheric lensing.
Wave Cascades: A wave-optical extension of Radiance Cascades for real-time simulation of Lorenz-Mie scattering and Lorenz-Mie-Fresnel diffraction.

Fully spectral Mie LUT is computed in real-time (white=measured, green=computed), and I sample it with UHRC which is fully spectral.
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Poimandres retweeted
TypeScript 7.1 Beta is now available! Now with a preview API, content mapper support, new features, and some great optimizations. Give it a try and give us some feedback! devblogs.microsoft.com/typescript/ann…
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Poimandres retweeted
Just ported Phonon by @GradiumAI to runntime 🔊

31M-param open TTS, running fully in the browser on WebGPU at half-precision.

💻 M4 Pro: ~47× real time, first audio in ~20 ms
📱 Phone 13 Pro: 7× real time, first audio in 87 ms

expect some cool things next week 👀 👇
A new frontier for on-device speech.

We're open-sourcing Phonon, a suite of TTS models under 50m parameters, setting a new standard for naturalness and accuracy across languages, with the broadest inference support to date.

Phonon-31m is available under Apache 2.0.
Y🧵
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Poimandres retweeted
had this idea of combining my atmosphere shader work with global illumination
also got reflections working

the sky contributes beautifully to the overall lighting of this scene as the sun moves, all in real time in the browser

r3f.maximeheckel.com/global-illumin…
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Ever need to hear keyboard switches before you buy? User dongsup made this website to do just that by cutting up 100 recordings to get a side-by-side comparison with R3F.

switchlab.app/?lang=en

Show us what you are cooking!
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Poimandres retweeted
If you need a random color (e.g. procedurally coloring objects), you should use Oklab or Oklch color space instead of RGB or HSV. RGB may span the whole spectrum, but it does not pick fairly (leaning dark/muddy).
Oklab is designed to more closely map to how we perceive color
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We have some cool announcements in the works
With the AMD FFX Reflection Denoiser ported to @pmndrs and @benhouston3d s upcoming reflection probes I wired up a demo on how to get full hybrid reflections.

Probes + SSR + Pathtracing > Denoiser

Its my bastardized 186 version of probes until his PR lands
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🇨🇭 R3F v10 alpha 6 is out now! 🇨🇭

We took your feedback from @threejsconf and brewed a fresh alpha. Our biggest yet with 200+ commits thanks largely to @DennisSmolek. Turns out a major version is a good time for a few major changes.

✧ WebGPURenderer by default
✧ TSL hooks get -three/tsl
✧ cleaner imports, only bundle the renderer you use
✧ share one renderer across canvases with a single prop
✧ better React 19 support, smoother hot reloads and cleanup
✧ the scheduler gets fixed timestep physics

For a WebGLRenderer-first experience import your Canvas from react-three/fiber/legacy and keep going.

All your feedback is what keeps this moving forward. Give it a spin and tell us what breaks.

Release notes 👉 github.com/pmndrs/react-t…
Example 👉 pmndrs.github.io/examples/examp…
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Poimandres retweeted
worked all day on water, reflections, ripples, refraction and general atmosphere & mood. I LOVE this biome.

Matching this everywhere is going to be a challenge. Also needs new music.

#gamedev
added some shading to make forest areas more foresty, plus foreground waterfalls for that sweet sweet refraction & ambiance
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Poimandres retweeted
new video! making splats move with #sparkjs + #threejs + @theworldlabs marble

youtube.com/watch?v=WiLs9r…

covers: splat reveal -> waving leaves -> splat dust -> splat fire -> skinned splavatars

hoping this gives some inspiration for more sparkjs demos! a webgpu sparkjs is also in the works, wssitate a part 2!
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Web is undeniable
TFW Tim Sweeney says he's competing with you 😶
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