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Twinklebear

245 karma · joined June 22, 2013

Working on 3D rendering on the web and native. www.willusher.io
submissionscomments

Building, Shipping and Debugging a C++ WebAssembly App

willusher.io·2 pts·Twinklebear·
0

From 0 to glTF with WebGPU: Basic Materials and Textures

willusher.io·52 pts·Twinklebear·
12

GPU compute in the browser at the speed of native: WebGPU marching cubes

willusher.io·168 pts·Twinklebear·
53

No installation required: how WebAssembly is changing scientific computing

nature.com·14 pts·Twinklebear·
1

From 0 to glTF with WebGPU: Rendering the Full glTF Scene

willusher.io·3 pts·Twinklebear·
0

From 0 to glTF with WebGPU: Rendering the first glTF mesh

willusher.io·76 pts·Twinklebear·
7

From 0 to GlTF with WebGPU: The First Triangle – Updated for Chrome 113 Release

willusher.io·1 pts·Twinklebear·
0

Show HN: An Interactive GPU/CPU Path Tracer on DXR/Vulkan/Metal/OptiX/Embree

github.com·2 pts·Twinklebear·
0

The Vis 2020 Streaming Infrastructure

willusher.io·1 pts·Twinklebear·
0

A Dive into Ray Tracing Performance on the Apple M1

willusher.io·4 pts·Twinklebear·
0

From 0 to GlTF with WebGPU: The First Triangle

willusher.io·2 pts·Twinklebear·
5

The RTX Shader Binding Table Three Ways

willusher.io·1 pts·Twinklebear·
0

Show HN: An Interactive Rust/WebASM/WebGL Marching Cubes Implementation

willusher.io·2 pts·Twinklebear·
0

Show HN: Rtobj – An example interactive Embree/OptiX/DXR path tracer

github.com·1 pts·Twinklebear·
0

Show HN: A WebGL EWA Surface Splatting Renderer

willusher.io·7 pts·Twinklebear·
0

Distributed Rendering with Rust and Mio

willusher.io·4 pts·Twinklebear·
0

Rendering an Animation in Rust

willusher.io·1 pts·Twinklebear·
0

Show HN: A toy ray tracer in Rust

github.com·77 pts·Twinklebear·
5

Porting a Ray Tracer to Rust, Part 3: Path Tracing the Rust Logo

willusher.io·1 pts·Twinklebear·
0

Show HN: I rendered the Rust logo using Rust

github.com·3 pts·Twinklebear·
0