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Added support for textureGrad to the WebGPURenderer and created a small example to demonstrate how textureGrad can improve blur by explicitly manipulating the texture sampling. Demo: raw.githack.com/renaudrohlinge… PR: github.com/mrdoob/three.j… #threejs
PMREM, BatchedMesh, instanced color and morph target, the WebGPURenderer is catching up with the features of the WebGLRenderer! 😊
PMREM, BatchedMesh, instanced color and morph target, the WebGPURenderer is catching up with the features of the WebGLRenderer! 😊 https://t.co/QWZMMsG13V
I'm not entirely sure why WebGPU lacks support for 16-bit (u)integers, but to ensure an easier transition from WebGLRenderer to WebGPURenderer, I've implemented a fallback to 32-bit integers in the WebGPU backend: github.com/mrdoob/three.j… #threejs
You can now combine batch and instance in the WebGPURenderer! github.com/mrdoob/three.j… As for enhancing the WebGLRenderer's BatchMesh, the task is more complex. Making it developer-friendly requires additional motivation or support for me to commit the necessary time. #threejs
I'm considering adding instanced drawing to BatchMesh, using multiDrawElementsInstancedWEBGL and multiDrawArraysInstancedWEBGL from the WEBGL_multi_draw extension. I will study that in the upcoming days.
Added BatchMesh support to the WebGPURenderer. Probably one of the first practical WebGPU vs. WebGL tests ever: WebGPU: 120fps+, 4ms CPU average, 5GPU WebGPU: 65 fps, 7.6ms CPU, 5GPU Try it now: raw.githack.com/renaudrohlinge… PR: github.com/mrdoob/three.j… #threejs
BatchMesh working with the WebGL backend of the WebGPURenderer! 🎉 For WebGPU, I will wait for multiDrawIndirect support to further improve performance. But in the meantime, I will simply benefit from the awesome render bundles, which should already outperform WebGL. #threejs
Added support for instance color and morph targets in InstancedMesh within the WebGPURenderer. As always, this support extends to both the WebGPU and WebGL backends. Demo: raw.githack.com/renaudrohlinge… PR: github.com/mrdoob/three.j… #threejs
Stats-gl also works on mobile by enabling Timer Queries under WebKit Feature Flags > WebGL Timer Queries. Here is a sneak peek at how it will look with the WebGPURenderer in the next release of three.js r163. Try now: github.com/RenaudRohlinge…
Just updated stats-gl and included it to the threejs example. It works on both backend. To use it, simply call stats.update() within the main loop. Live demo: raw.githack.com/renaudrohlinge…
Just updated stats-gl and included it to the threejs example. It works on both backend. To use it, simply call stats.update() within the main loop. Live demo: raw.githack.com/renaudrohlinge… https://t.co/1viaTCcAPt
WebGPURenderer update: Just added copyTextureToTexture WebGPU support! As always both WebGPU and WebGL fallback backends are supported. Live demo: raw.githack.com/renaudrohlinge… PR: github.com/mrdoob/three.j… #threejs
Small release for WebGPU in Chrome 122, but lots of new feature coming soon! We're also working on a WebGPU compatibility mode to extend support to GL ES / D3D11 class hardware so basically all device get WebGPU support/
Small release for WebGPU in Chrome 122, but lots of new feature coming soon! We're also working on a WebGPU compatibility mode to extend support to GL ES / D3D11 class hardware so basically all device get WebGPU support/
Working on a High Quality Text Rendering in WebGPU with threejs nodes. ✍️ It uses webgl-sdf-generator by @lojjic for the Signed Distance Field generation. 😊
☄︎ @0xca0a
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997K Followers 36 FollowingThree.js r164 released 🎂 threejs.org/examples/ threejs.org/editor/ threejs.org/docs/ threejs.org/playground/ threejs.org/changelog/?r164
WebGPURenderer and @deno_land 🔥 github.com/mrdoob/three.j…
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@onirenaud I can’t wait to start building on WebGPU. what a time to be alive.
🔥
PMREM, BatchedMesh, instanced color and morph target, the WebGPURenderer is catching up with the features of the WebGLRenderer! 😊
VRM Collection Status Progress: ▓▓▓▓▓▓▓░░░░░░░░░░ (32%)
Three.js r163 released 🫡 threejs.org/examples/ threejs.org/editor/ threejs.org/docs/ threejs.org/playground/ threejs.org/changelog/?r163
Next week Automatic LOD generation and batching support will land 🌵
Been working on batching LODs today #threejs. Below are some videos🧵 Here is a stresstest with debug flags:
multi render targetを使ったlight shaft nemutas.github.io/light-shaft/ #threejs
Haven't heard people complaining about WebGL websites making their laptops fans go wild since Apple stopped using Intel chips 🤔