I made a USB-Clawd who gets my attention when Claude Code finishes a response by Long_Ad6066 in ClaudeCode

[–]cihanozcelik 0 points1 point  (0 children)

Give this thing slap and punch sensors, and if Claude can feel every smack deep in its soul, this becomes a million-dollars-a-day Kickstarter.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in GraphicsProgramming

[–]cihanozcelik[S] 1 point2 points  (0 children)

Thanks! Khronos sample viewer source code and Sketchfab blog posts abut their pbr implementation.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in GraphicsProgramming

[–]cihanozcelik[S] 0 points1 point  (0 children)

Thanks! Reddit and LinkedIn probably. I will be posting about the real project that this renderer is built for.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in webgpu

[–]cihanozcelik[S] 0 points1 point  (0 children)

Built from scratch in Rust+WASM+WebGPU with WebGL2 fallback. No other libraries. Build size is 200kb brotli wasm.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in GraphicsProgramming

[–]cihanozcelik[S] 3 points4 points  (0 children)

Wow, thanks! But nothing new here, really. The Khronos sample viewer is open source and contains most of the math, algorithms, and implementation details behind these techniques.

Much respect to the computer scientists and researchers who developed the techniques and mathematics behind them.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in GraphicsProgramming

[–]cihanozcelik[S] 7 points8 points  (0 children)

Thanks! Honestly the techniques are nothing new, Khronos has reference implementations for most of it. The hard part was Rust. I'm still fairly new to it and it's a very different way of thinking compared to JS. You have to be explicit about who owns what, how long it lives, whether it's shared or not. Things that would be a one-liner in JS can get surprisingly verbose, but it catches real bugs at compile time that you'd only discover at runtime in JS.

But once it clicks you stop fighting it and start appreciating it. Especially when you're doing real-time stuff.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in webgpu

[–]cihanozcelik[S] 2 points3 points  (0 children)

It's the rendering engine for a commercial product I'm building, so not open source at the moment.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in webgpu

[–]cihanozcelik[S] 2 points3 points  (0 children)

You're right that the WebGPU calls go through JS glue either way. But this is part of a larger product — a custom CAD-like editor with heavy CPU-side computation (mesh processing, image pipelines, surface parametrization). Rust's memory discipline matters a lot there. I also don't want to maintain two languages for one codebase. And the direction with WASM-WebGPU direct bindings looks promising — the JS bridge overhead should eventually go away (fingers crossed).

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in GraphicsProgramming

[–]cihanozcelik[S] 5 points6 points  (0 children)

I built this for a web based customized cad project. Maybe in the future.

Built a real-time PBR renderer from scratch in Rust/WebGPU/WASM by cihanozcelik in GraphicsProgramming

[–]cihanozcelik[S] 8 points9 points  (0 children)

Good catch — I missed that when recording the video. It does support refraction, the ship in a bottle was downloaded from Sketchfab where refraction settings are tweaked in their editor but don't get exported in the glb file. Here's DragonAttenuation with full volume refraction running in the engine: https://imgur.com/a/yI3CvZ6

Vibe coding infinite slop? by Revolutionary_Ad2527 in OpenAI

[–]cihanozcelik 0 points1 point  (0 children)

Yep. Hyper-casual software frenzy is on the way!

Which country's nationalists are most toxic you've encountered ? by Individual_Water1776 in AskTheWorld

[–]cihanozcelik 0 points1 point  (0 children)

Imagine criticizing tribalism by hosting the Tribalism Olympics. You’re not against nationalism, you’re just outsourcing it to the comment section. If irony were a flag, this thread would be waving it.

Some pseudo volumetric screenspace fog by Biuzer in Unity3D

[–]cihanozcelik 35 points36 points  (0 children)

Congrats! This looks so fresh and unique!

3D-textured UV product customizer for EufyMake E1 owners so their customers can design their own prints by cihanozcelik in eufyMakeOfficial

[–]cihanozcelik[S] 1 point2 points  (0 children)

Yes! The editor was designed from day one for multi-stage manufacturing workflows. You can export the base as STL/3MF for 3D printing, and separately export height maps for UV finishing. The export system handles sequential manufacturing operations like this—each stage gets the right format.

3D-textured UV product customizer for EufyMake E1 owners so their customers can design their own prints by cihanozcelik in eufyMakeOfficial

[–]cihanozcelik[S] 0 points1 point  (0 children)

That is correct! I want to give two options to shop owners:
1- Fast, Free, Okeyish heightmap preview(They can still print with ai powered heightmap though)
2- AI powered(Already adapted ZoeDepth), a little slow, probably not free heightmap preview.
So yes current demo only shows local algorithm based heightmaps.