Hat (@hector_arellano) 's Twitter Profile
Hat

@hector_arellano

Graphics developer

ID: 21388224

calendar_today20-02-2009 10:42:07

1,1K Tweet

1,1K Followers

214 Following

Marcin Ignac (@marcinignac) 's Twitter Profile Photo

In our current project we are pushing GPU to the max. 40k instances. 20M tris. 25fps on M1 and 60fps on RTX3900. WebGL baby! Hi-res screenshot in next tweet.

Renaud (@onirenaud) 's Twitter Profile Photo

Added a system to dynamically inject chunks into my fluid simulation using intermediate storage buffers and compute shader transfers. Zero impact on performance and no wasted memory! To make this possible, I added two PRs: github.com/mrdoob/three.j… github.com/mrdoob/three.j…

Hans Chiu (@chiu_hans) 's Twitter Profile Photo

Let's interact with the light waves! Here, I created a real-time simulation that can run in your browser: chiuhans111.github.io/interactwave/ You can change the beam width and the focusing power of the input light rays. Please give it a try and let me know your thoughts! #Optics #WebGL

Renaud (@onirenaud) 's Twitter Profile Photo

Some progress on the World Expo 2025 experience: Currently working on real-time interactions for passersby using AI (MediaPipe Holistic) to detect silhouettes, capture 2D poses, map to a 3D skeleton, and convert it all to a Signed Distance Field, all in real-time! #threejs

Maeda Mameo (@mamesoncom) 's Twitter Profile Photo

Big bad penguin has come again. His laser beams illuminate smoke. Made with #threejs TSL VolumeNodeMaterial() live demo (all source code is in html of the page) -> mameson.com/experiment/gls…

Mykhailo Moroz (@michael_moroz_) 's Twitter Profile Photo

I usually render particle fluids with particles, as it gives the most details, but here I tried using ray marching for the fluid. It certainly is much more liquid like, but at the same time its slower and loses some detail. I wonder if I can improve this. compute.toys/view/1809

Tim Soret (@timsoret) 's Twitter Profile Photo

This isn't getting enough attention. Rive has solved vector feathering! The blur isn't a costly post-process convolution, it's mathematically pure at the vector level = incredible performance even with ultra large kernels. Incredible work from Christopher Dalton

Carolina Aiazzi (@cora_mat) 's Twitter Profile Photo

Built a particle simulation in #WebGPU inspired by the amazing work of Hat for Active Theory. Insanely fun to bring this to life with compute shaders ✨💗

variable (@variable_io) 's Twitter Profile Photo

🌍 The Poland Pavilion at #Expo2025 is officially OPEN! 🇵🇱 We’re excited to share that Spirit Plant and Generations—two installations we brought to life for Poland at Expo—launched last week in Osaka, Kansai! 🎉 We’re proud to have worked with such incredible teams and collaborators

🌍 The Poland Pavilion at #Expo2025 is officially OPEN! 🇵🇱

We’re excited to share that Spirit Plant and Generations—two installations we brought to life for <a href="/ExpoPL/">Poland at Expo</a>—launched last week in Osaka, Kansai! 🎉

We’re proud to have worked with such incredible teams and collaborators
Kevin Grajeda (@k_grajeda) 's Twitter Profile Photo

Ever wondered how I made the animated background for this landing? It’s actually super simple, just one really powerful tool 🧵👇

Hat (@hector_arellano) 's Twitter Profile Photo

Open question... for HBAO, aside from deinterleaving, is there any other interesting optimisation that could be done? I can not downsample the original resolution.

Garrett Johnson 🦋 (@garrettkjohnson) 's Twitter Profile Photo

I've just gotten support added for starting a session & loading Google Maps map tiles with NASA-AMMOS/3DTilesRendererJS -- now you'll be able to load Google maps street & satellite data in three.js. Now I have to find time to make demos 😅 🗺️🛰️✨ #threejs #webgl #maps #3dtiles

Mirza Beig (@themirzabeig) 's Twitter Profile Photo

👀 Ever see a 3D sci-fi energy shield like this? Realtime, interactive (per-tile), procedurally animated, and has layers of shaders with particle effects - I wanted to make something unique and "technically advanced", but also modular for performance scaling. It's

Renaud (@onirenaud) 's Twitter Profile Photo

Almost done with the interaction of my WebGPU fluid simulation! After testing BVH geometry and marching cubes with compute shaders, I chose raymarching for hands interaction & rendering. It adapts well with MLS-MPM and enables precise interaction in real-time for <2ms. #threejs

Renaud (@onirenaud) 's Twitter Profile Photo

I'm exploring a PBR style for my WebGPU fluid simulation, leaning into a mini-world aesthetic. After user testing, I’ve decided to drop Leap Motion and opted for optical flow from Kinect Depth Key Sensor for the interaction. I’ll be sharing more progress in the coming days.