Just updated https://gltf.report to three.js r164 and glTF Transform v4. The example script is now almost identical to gltf-transform optimize presets, and includes: gpu instancing, palette texture creation, mesh joining, simplification, keyframe resampling, and more.
@nosherwan essentially! Building 3D for the browser is actually pretty easy, but it can get slow faster than a native app would. So I'm pre-baking the lighting in a scene and then loading it in the browser (via threejs) and then adding custom tweaks to it like making the water move or making the portal... portaly. There's a lot of steps and I'm not a great modeler, but it's getting easier with practice.
Got the WebGPU renderer in #threejs working to create a basic Lorenz attractor! However, it goes off the rails after about 30s, I think due to floating point inconsistencies. Suspect I need to rethink my approach, but trying to find a parallel solution is breaking my brain.
I've finally implemented Gaussian splat's .splat format in polyform, and in turn, added splat support to the viewer. So now you can do things like edit Gaussian splats right in the web browser. This is an example of me cropping my family out of their kitchen and making their heads twice as large.
I've been meaning to start writing up blog posts based on responses to common questions in three.js Slack/Discord/Forums, so here's a start — an introduction to image formats in used in WebGL and WebGPU applications, including WebP, AVIF, and KTX2.
Support for AgX tone mapping (Blender 4.0's default) is available today in three.js r160 — huge thanks to @garrettkjohnson for getting this implemented, and to @troy_s for the long work of creating it and educating others.
🧊 Offscreen Canvas Webgl Tone Mapping
Learning the basics of tonemapping and how projects use it
Feat.: @basementstudio website
by Daniel Velasquez @Anemolito #threejs#webgl#creativecoding