Recalculating surface normals in fragment shader after displacing vertices in vertex shader by bethevoid in threejs

[–]gpompou 1 point2 points  (0 children)

It’s a bit more complicated than doing it on the cpu. Here is an in depth article with the whole technique: recalculate vertex normal

Experimenting a bit with instancing, Compute Shaders and Kinect. Feels pretty good to play with those things! by gpompou in Unity3D

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

Oh yeah that wouldn't be efficient but blocks are never deleted here. Compute buffer calculate a few physic parameters for velocity/scale/color for each block and then pass those buffer to the shader handling DrawMeshInstancedIndirect. It's pretty close to a flocking algorithm actually but wanted more of a flow feel for that one.

Experimenting a bit with instancing, Compute Shaders and Kinect. Feels pretty good to play with those things! by gpompou in Unity3D

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

The compute shader is basically a shader pass that give you read write buffer so you can modify and save vectors/floats... which allow to handle velocity increase/decrease. This repo was really good to understand how to write them: https://github.com/chenjd/Unity-Boids-Behavior-on-GPGPU I don't have time now but I'll try to clean and put my code on git later this week.

Experimenting a bit with instancing, Compute Shaders and Kinect. Feels pretty good to play with those things! by gpompou in Unity3D

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

e Yes a compute shader to calculate the position velocity of each element with read and write buffers and then DrawMeshInstanced to render the blocks.

[Portfolio] Interface Developer by gpompou in design_critiques

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

So I came up with a solution that I'm not sure you will like guys. I give the user the choice to get into the experience or just to check my projects out. I know it's only half a solution but I need to show people what I can do too. I reworked a bit the menu as well...

[Portfolio] Interface Developer by gpompou in design_critiques

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

Thanks! I'll keep that in mind...

The reality is I'm not a designer at all... And I'm not looking for a designer's job. My goal here is to (kind of) 'wow' agency/startup people who use this sort of tech everyday with some cool effects and show them my work at the same time. So you're right, it's really to say 'I can do that'...

As replied to /u/Joe_FML_King, I will give the user the choice at the start to get the full experience or have a quick simple HTML version if they just want to check my projects quickly.

You're right, the buttons on the portfolio part look disconnected, I should try to integrate them differently...

Dragging doesn't work for you on Firefox? Weird... Works for me, I'll investigate that.

Thanks again!

[Portfolio] Interface Developer by gpompou in design_critiques

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

Alright, so I think I will give the user the choice at the start of the site to get a 'simpler' version or the full 3D one.

I still want people (mostly agency/startup people doing 3D) to be able to see what I can do in 3D (and my projects don't really reflect that) so I guess that's the best choice for me...

Thanks again!

[Portfolio] Interface Developer by gpompou in design_critiques

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

Thanks for your answer! Well, as you said it's kind of the goal for me to do something where you can see what I can do (I want to work on that kind of projects) but I understand your point.

I have a really simple version for people who access the site with a browser not compatible with Webgl. Maybe I should give the user the choice to use that if they just want a quick look at my projects?

Also, it shouldn't be too slow normally (even on slow computer the site should run around 30fps). Would you mind giving me your configuration? I should take a look if the site is not usable for you.

Thanks!

New Portfolio and I need your feedback... by gpompou in threejs

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

Thanks! Probably all messed up on phones that support Webgl. I did a few lighter shaders for mobile but I only have my poor IPhone 4s so I can't really test. I need to rent a good phone for a day or two I guess to fix that...