threejs-sandbox
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
- Temporal volume lights but with per-fragment jitter
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