Currently working as Graphics Engineer & Tech Director. My practice blends human interfaces, interaction design and realtime rendering.

Joined February 2009
Got some time to tidy up a bit this exploration and publish a live link! SPH is a little monster that needs to be harnessed :) Link: fluid.felixmartinez.dev (double click to play with the presets) #threejs #realtime #troikatext
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Added depth of field and TAA to the voxel GI thingy. You can try it on realtime here: kansei.graphics/examples/vox… #webGPU #webASM
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Saturday night exercise: Raytracing impostors on WebGPU. Based on the 2 last blog posts by @hector_arellano Thanks my friend. #webgpu #wasm #raytracing
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Seems like water is a hot topic lately, so I just added my old SPH fluid sim to the motion matching world to see if it keeps up with framerate, and its quite decent at 120fps (M4pro) #webasm #webgpu
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Motion matching, running in the browser. WebGPU + Rust/WASM in my toy renderer. Every frame searches a pose database for the clip that best matches the stick + predicted trajectory, inertialized blends, foot locking, and parkour with motion warping.
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more action :)
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The character was obviously created with NB2 and converted to a mesh with Hi3D (Sparc3D) then rigged to match UEFN mannequin with Opus 5.5 and Blender MCP. What a time to be alive.
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Yesterday's sketch with O5.5 pulling out an intro sequence in UE5.8. Mid way I wanted to see how well it'd translate into WebGPU with my toy renderer. It turns out to be quite decent for a couple of hours of attention. Kudos to @herdrdev for an amazing orchestrator. #webgpu #webasm
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In Paris for the next couple of days for the @threejs conference. Looking forward to meet old and new creative coders! DM if you fancy a glass of wine and realtime graphics conversation :)
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Lately exploring the 3D fluid rendering and how wasm and webgpu interact. Quite a lot of learnings, this is a little demo on the current progress.
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Link to the demo (Desktop only) so you can try it in realtime -> fluid.kansei.graphics P.S. It is highly experimental and probably will have a lot of bugs, performance issues, so bear with me :)
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Riding the wave of the pretext.js without pretext 😅
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I've been improving the SPH over the last few days and fully ported it to pure WGSL (thanks Claude :). Now it has proper spatial hashing and the text renderer works nicely with my old implementation of MSDF glyphs. Let's see if Twitter compression doesn't f*ck the video up
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A watch (vibe)coded in 30 min with #threejs and #troikatext Link: clock.felixmartinez.dev/ Click Ⓜ️ to show/hide controls
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I did a rapid prototype using Cursor, which uses Google Maps to showcase the Gulf of Mexico, but you can name it as you want. I know I may be late to the party but I thought it was fun to share here. gulfof.vercel.app/
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#genuary8 - "Draw one million of something" So a bunch of planes rendered with instancing on Kansei. Link and source: genuary25.felixmartinez.dev/… #genuary2025
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#genuary2025 Day 7 - "Use software that is not intended to create art or images". I used plain text appended into an HTML div to create a 3D rotating cube with no libraries. Performance is better than I expected! Link: genuary25.felixmartinez.dev/…
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Day 6 for #genuary2025 - "Make a landscape using only primitive shapes", boxes seems to be the most common approach this year. My take uses instanced boxes in #webGPU and FBM noise to drive the height. Link: genuary25.felixmartinez.dev/…
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Added scrolling for 'infinite' landscape
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