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Overview
Veteran 3D graphics entrepreneur and software developer sharing insights on 3D web technologies, AI, and software development.
News
Fine-Grained Shader Validation in Three.js
How Three.js now validates individual TSL shader expressions on WebGPU and WebGL2, with numeric diagnostics, deterministic input sampling, and support for vectors and matrices.
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Fine-Grained Shader Validation in Three.js
Three.js builds its transfer functions, tone mapping curves, BRDFs, and spherical harmonics on a smaller layer of primitives with TSL: easing and remapping functions like gain() and pcurve(), trigonometric helpers like sinc(), and matrix building blocks l
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How to Use Three.JS's new Native Gaussian Splats
The upcoming Three.js r186 release adds native 3D Gaussian Splatting support, and it's a big deal: splats have been usable in Three.js for a while through community add-ons, but now they're a first-class citizen of the engine, with a built-in mesh type an
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Adding Native Gaussian Splatting Support to Three.js
How I added Gaussian Splatting to Three.js with WebGPU, TSL, a reusable GPU counting sort, SPZ v3/v4 and interoperability loaders, and SH1-SH3 view-dependent color.
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Adding Native Gaussian Splatting Support to Three.js
Gaussian Splatting has become a standard rendering primitive. In the last year it landed in glTF through KHR_gaussian_splatting and in USD, while Babylon.js, Apple's RealityKit, NVIDIA Omniverse, V-Ray, and Arnold shipped their own support. Three.js still
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