juretriglav
juretriglav on Hacker News
The AAA games that use surfels combine the with probes to get the immediate light information while surfels haven't accumulated enough (the black spots when camera moves), since surfel generation is driven by screen space placement. Surfels have better light leak properties and their dynamic resolution (more of them when you get close to a surface) provides higher quality lighting, which is why they are preferred/the first option. The issue with a surfel + light probe system on the web, specifically, is that you run out of storage buffers = the current system is right on the limit, which is 10 storage buffers for the integrator pass.
I think there's some discussion to up that limit on adapters that support it, but right now we're stuck at 10. It would be SUPER beneficial to raise that limit, for a wide variety of projects. Two specifically that I'm working on now are WebGPU implementations of Alber's Markov Chain Path Guiding paper, and the ReSTIR PT Enhanced paper, and they are both similarly handicapped by the storage buffer limit.
Posted by
juretriglav on Friday April 24, 2026 @01:34AM
from the bsky.app dept.
Posted by
juretriglav on Wednesday April 22, 2026 @09:27AM
from the whoisryosuke.com dept.
Posted by
juretriglav on Wednesday April 22, 2026 @08:30AM
from the juretriglav.si dept.
I managed to run the 64k block example, i.e. 64 10x10x10 stacks at about 40 fps a little while back, before I included the joints and springs support in the solver, so I'm positive that number can be made to run smoothly in real-time if you're laser focused on rigid bodies and optimize the pipeline specifically for it.
With everything enabled though, I think about 10k bodies is the reasonable limit on my M3 Max. I do want to attack performance next, since I was mainly focused on stability and good support for various modes of physical interactions.
Thanks! Never been easier to start than right now. This physics engine is a bit opaque in terms of how it works, but I recently wrote about a global illumination approach that uses surfels - I break it down into small manageable pieces, with plenty of interactive visualizations, and it's also in WebGPU! If you have some time, maybe take a look at that and start taking it apart:
https://juretriglav.si/surfel-based-global-illumination-on-t...
I actually have an implementation of that too, since I was fascinated by the twisting cloth example, but need to figure out how best to incorporate it, or if it’s better in a standalone experiment.
The excellent 3D demo on that page is CPU based, serial.
Posted by
juretriglav on Thursday April 09, 2026 @08:01AM
from the github.com dept.
Posted by
juretriglav on Saturday April 04, 2026 @06:27AM
from the juretriglav.si dept.
These examples are amazing, though compute heavy and built with WebGL, which is less than an ideal fit for it. This website and project have been around for a couple of years, and the web's graphics capabilities have grown since, bumped up significantly by the introduction of WebGPU. And since Firefox introduced support for it in 141 on Windows, and 145 on macOS (see wiki tracking implementation here:
https://github.com/gpuweb/gpuweb/wiki/Implementation-Status), it now also enjoys broad cross-platform support (Windows, macOS, Android, iOS, with Linux trailing a bit behind).
I've recently written about another compute heavy global illumination approach, which is all but impossible to pull off using WebGL: https://juretriglav.si/surfel-based-global-illumination-on-t...
After this experiment (and some that are in progress), and some very recent movement on raising the bound storage buffer limit in Chrome (https://issues.chromium.org/issues/366151398), I can't help but feel that we're on the cusp of an AAA-level experience built exclusively on the web. I'm super excited for the future of computer graphics right in your browser.
Posted by
juretriglav on Monday February 16, 2026 @06:16AM
from the juretriglav.si dept.
Thanks! Absolutely, dig in, the code is MIT :). I bet your previous experience would lead to significant speedups/quality improvements somewhere in the bowels of the pipeline. Contribs very welcome, too!
Posted by
juretriglav on Thursday January 29, 2026 @06:59AM
from the juretriglav.si dept.
Can we use WebGPU to compute real-time global illumination with surface patches called surfels? Does it look good enough? Is it fast enough? And can we finally construct viable compute-heavy rendering pipelines right here on the open web? Join me on this journey and let's find out!
Hm, I'm not entirely sure if you're being sarcastic or not, but just in case, asking Bing about the menu I get this:
> Chez Panisse is a famous restaurant in Berkeley, California that serves seasonal and organic food1. The menu changes daily and is posted on their website2. Today’s menu for the restaurant (not the cafe) is:
> Fennel and leek salad with rocket, toasted almonds, and salsa verde
> Bomba rice cooked with clams and squid; with aïoli
> Becker Lane Farm pork loin roasted with Spanish paprika and green garlic; with > braised greens and wild mushrooms
> Meyer lemon sherbet with candied kumquats
> The price for this menu is $175 per person2.
That seems to be correct.
Posted by
juretriglav on Monday September 05, 2022 @08:04AM
from the juretriglav.si dept.
Posted by
juretriglav on Monday December 27, 2021 @11:58AM
from the learn.framevr.io dept.
Posted by
juretriglav on Wednesday March 03, 2021 @11:13AM
from the shaderworlds.com dept.
Posted by
juretriglav on Friday November 27, 2020 @09:55AM
from the thegrove3d.com dept.
Posted by
juretriglav on Wednesday November 25, 2020 @04:38PM
from the blendermarket.com dept.
Posted by
juretriglav on Tuesday October 27, 2020 @05:29PM
from the 80.lv dept.
Posted by
juretriglav on Tuesday September 15, 2020 @07:13AM
from the facebookresearch.github.io dept.
Posted by
juretriglav on Friday August 07, 2020 @01:35AM
from the zak.murez.com dept.
Posted by
juretriglav on Wednesday July 22, 2020 @06:41PM
from the maquette.ms dept.
Posted by
juretriglav on Thursday July 16, 2020 @05:00PM
from the youtu.be dept.
Posted by
juretriglav on Monday July 13, 2020 @05:56AM
from the youtube.com dept.
Posted by
juretriglav on Saturday April 25, 2020 @10:17AM
from the bullettrain.co dept.
They were linked to in a message via their mailing list.