Miguel Ángel García (@tribadelics) header
Miguel Ángel García (@tribadelics) profile picture

Trails are optional. https://xitter.cf/t.co/Jw7Zugsgbm https://xitter.cf/t.co/kEWZbt7e03

B-Reel Barcelona
Joined May 2009
Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)Photo by Miguel Ángel García (@tribadelics)
Making progress with compute shaders in Unity. And yes, is heavily based on the WebGL project by @schteppe. Thanks for sharing!
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Nice one using Pika H3 Flex and good animatediff lora following @FlippingSigmas work 🍭. Thanks for sharing! #ComfyUI
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Cities, cars, trucks, busses, trains, headlights, break lights, turn signals, water, clouds, rain, bridges, < 500k, no libraries #webgpu greggman.github.io/gen-city-…
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Three.js r187 released 🍎 threejs.org/changelog/?r187
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- What do you do if you have a real-time raytracer running on WebGPU? - A tribute to the RTX-on demo from @nvidia but this time running on a web-browser.
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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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Three.js r186 released 🥐 threejs.org/changelog/?r186
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I've vibe coded this because I love World Cup visuals and motion design worldcup-lac-five.vercel.app… #threejs
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santionispirits.com WebGL experience made at @active_theory
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Paint with squishy sea creatures in Splash Canvas, a web toy I created for Google Arts & Culture. Play with it at goo.gle/splash-canvas Procedural audio by @krighxz, easel model by @ugstuho
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Three.js r185 released 🧡 threejs.org/changelog/?r185
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managed to drive the Flex Avatar GS models with my webcam, also computed custom avatars (created with FLUX KLEIN) and added a feature to compute a 3D avatar from the webcam and it makes me happy :) I'll try to add morph, shaders, WebGL renderer etc. but this is already quite promising ! (2x playback)
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You are a collection of trillions of cells, more than half of which are not even genetically human. Trillions of intelligent little selves work together, to keep you alive, so that you can keep them alive. And somehow, through their interactions, *you* emerge. And to you, you feel like a single unitary entity, an *I*. But you are in fact a network. Could a collection of ants also be an *I*?
They are ants solving a geometric problem and it is mind-blowingly colorful.
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All the fucking day at hallucinate.site/ So much fun.
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Three.js r184 released ⛅️ threejs.org/changelog/?r184
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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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Messed around with WebGPU over easter trying to recreate this old fluid experiment. Had to speed it up like 5X to fit here, because I guess video compression algorithms did not like this one.😂 #WebGPU #ThreeJS
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I built a procedural medieval island map generator using Wave Function Collapse on hex grids. 4,100 cells, 900 possible states per cell, 60fps on mobile. Wrote up the whole process with lessons learned. Links below 👇 #threejs #webgpu
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Riding the wave of the pretext.js without pretext 😅
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10KB. 480+ fps. Faster than native. Try it: mrdoob.github.io/three.wasm Source: github.com/mrdoob/three.wasm
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