Cody Bennett (@cody_j_bennett) 's Twitter Profile
Cody Bennett

@cody_j_bennett

@pmndrs, @threejs | Mathematician, Physicist | Graphics, Games, Cats

ID: 1385230127357841411

linkhttps://codyb.co calendar_today22-04-2021 13:53:00

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matsuoka-601 (@matsuoka_601) 's Twitter Profile Photo

Wrote a comprehensive article for Codrops on how I achieved high-performance and visually appealing fluid simulations in browsers! Hope you enjoy it :) tympanus.net/codrops/2025/0…

John Hable (@filmicworlds) 's Twitter Profile Photo

New post: Upsampling via Multisampling. The goal is to use an MSAA target in an interesting way for doing a 4x area upsample. filmicworlds.com/blog/upsamplin…

John Hable (@filmicworlds) 's Twitter Profile Photo

New post! Building on the previous one, now we're using temporal information to improve the quality of MSAA super resolution. filmicworlds.com/blog/temporal-…

Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

Reimplemented Hi-Z via TEXTURE_BASE_LEVEL to avoid ping-ponging during the downsample. This is all hacked into three.js. Not perfect but finally conservative. Next is to implement two-pass occlusion culling and then hierarchical clustering with recent Meshoptimizer improvements.

Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

Progress on hierarchical clustering using the experimental meshopt_partitionClusters in lieu of METIS. Very fast and portable (using WASM). Not using meshopt_buildMeshletsFlex here yet, but the LOD chain is not as deep as I would like. Stanford Bunny is particularly problematic.

Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

Progress on virtual geometry in three.js with GPU hierarchical culling. Greatly improved clustering with meshopt_buildMeshletsFlex. Below is a recreation of the dispersion glTF asset with the original scan at ~1M triangles. Next, streaming cleanup and then virtual texturing.

Cody Bennett (@cody_j_bennett) 's Twitter Profile Photo

SPWI global illumination in 3D with Radiance Cascades and Garrett Johnson 🦋's three-mesh-bvh. Probes are placed in screen-space and trace world-space intervals into a BVH. Resolves offscreen emitters and occluders; memory use tied to screen. Zero-shot, no noise, and fixed cost.

SPWI global illumination in 3D with Radiance Cascades and <a href="/garrettkjohnson/">Garrett Johnson 🦋</a>'s three-mesh-bvh.

Probes are placed in screen-space and trace world-space intervals into a BVH. Resolves offscreen emitters and occluders; memory use tied to screen.

Zero-shot, no noise, and fixed cost.