The web bridges the gap into the physical world. All of my commercial system are capable of generating high-resolution stills, moving assets and can be deployed to virtually every touchpoint. The web is the ultimate creative platform

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半年前に理解不能だったgpgpuをやっと理解できた...やっとだ...😂

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This idea seemed lame until I accidentally discovered the broken triangles form a zoomed the image when transitioning.

Making a few iterations of this in the next few days👻

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this is from 2013, for the movie Gravity website. BufferGeometries were landing on threejs (this is v58), we would serialize the massive models to binary files. the buffers could be read directly back into BGs. loading times were blazing fast https://t.co/dNLycoBTru

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Some new researches with the iPhone depth map

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https://t.co/OBrHhDnmMd

Final port of IK Rigs for Its posted with the rest of the files for lesson 137 at github. Have at it, free for all.
Just 2 more videos till all tutorials are up about the inner workings of the system.

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球体の影を短くしてたくさん配置。微妙に違うの2枚を差の絶対値で重ねる。

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Recently used my off time during the to learn some to to make a random styled villager generator for Death Crossing: A new beginning.

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影を細くしてオブジェクト数を多めに。色と位置が違うやつ2枚を乗算で重ねる。

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💡The core of the tricky soft ball algorithm is from Entagma's Houdini tutorial https://t.co/x8GL4796GJ. I implemented and optimizated it for mobile web pages. The source code is on https://t.co/XdjQeLv29W. Feel free to use it. 😀

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Practicing those shaping functions and normals calculation👻

Planning to do more of these with the same style as my profile banner every week

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threeJSで2D絵を3D絵っぽく見せるやつ実験してみた。腕の付け根部分ちょっとノーマルマップの作りをミスっちゃってますがなんとなく原理はわかった

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