kishimisu(@kishimisu) 's Twitter Profileg
kishimisu

@kishimisu

Passionate about computer graphics, machine learning & shaders.

ID:1466232544907698177

linkhttps://www.kishimisu.art calendar_today02-12-2021 02:28:12

373 Tweets

6,3K Followers

355 Following

kishimisu(@kishimisu) 's Twitter Profile Photo

Eclipse, 336 chars

for (O *= i; i++ < 60.; O += pow(.0024/(abs(length(u*r-cos(t*.5+i*.009)*sin(i+t)*vec2(cos(i+i*sin(t*.5)*.01+t),sin(i+t)))-1.)+.02+smoothstep(1.,1.5,l)*abs(cos(t*.5)))*(1.+cos(i*.35+l*8.+vec4(0,1,2,0))),O-O+1.1));

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kishimisu(@kishimisu) 's Twitter Profile Photo

I'm toying with a new mechanic for my puzzle game!

Instead of moving the light sources, some walls are now dynamic and can affect the lights & shadows casted in the scene.

I've added 10 new levels that play around this idea:
light-puzzle.vercel.app

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kishimisu(@kishimisu) 's Twitter Profile Photo

I've ported my puzzle prototype to Unity and successfully built the game for WebGL!

If you weren't able to play before, you might have better luck this time

I also added 8 new levels and a progress counter.
Now working on adding new gameplay mechanics!

light-puzzle.vercel.app

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kishimisu(@kishimisu) 's Twitter Profile Photo

I'm making faster progress than expected porting my WebGL puzzle game to Unity and C#.

Hopefully I'll be able to build it for WebGL so you can still try the beta versions before the official release on mobile stores!

If you missed the prototype: light-puzzle.vercel.app

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kishimisu(@kishimisu) 's Twitter Profile Photo

I'm currently working on a puzzle game that plays with lights & shadows.

I plan to build it in Unity as a mobile game, but I made a first WebGL prototype that you can try on browser! light-puzzle.vercel.app

Made using shaders, 2D raymarching and procedurally generated audio!

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kishimisu(@kishimisu) 's Twitter Profile Photo

Merry Xmas in 388 chars!

for (O*=i;i++<8.;O+=.004/abs(sin(length(u=fract((U-vec2(0,1))*r(-t*.05)*(1.5+i*.1))-.5)*exp(length(u)*1.5-l)*7.+sin(t)*.05)/8.-.3*s*.6+U.x+1.4+sin(U.y*13.+3.)*.1-2.*s+2.2)))*(1.+cos(i*.5+l*5.-t*4.+vec4(0,1,2,0))));

shadertoy.com/view/4fs3WS

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kishimisu(@kishimisu) 's Twitter Profile Photo

Hypnosis, 233 chars

for (O *= m; m < 170.;O += .0007 / (abs(length(
a + abs(sin(m* mix(.02,.07, sin(f)*.5 + .5) - f))
* vec2(cos(x = m*.05-f), sin(x)))-.5) + .02)
* (1.+cos(m++*.1 + length(a)*6. - f + vec4(0,1,2,0))));

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kishimisu(@kishimisu) 's Twitter Profile Photo

333 chars,

for (O*=m; m++<6.; O += .003/abs(sin(exp(length(
d = mod(r*mat2(cos(a/8. + vec4(0,33,11,0)))
* (1.+m*.2), .5)-.25) - e*(2.+cos(a*.5)))
* (abs(d.x)+abs(d.y))*8. + a + m*.3
* cos(a/4.))/8. - smoothstep(0.,2.,e-.8))
* (1.+cos(m*.5+e*6.+a+vec4(0,1,2,0))));

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kishimisu(@kishimisu) 's Twitter Profile Photo

356 chars

for (O *= i; i++ < 90.; I = n*normalize(vec3((F+F-R.xy)/R.y * r(P/4.), 1)), I.zx*=r(n*(I.y > 0. ? .2 : -.2)), I.z += P, O += .007 * (1.+cos(T.rgbb*length(ceil(I/T)) - vec4(1.27,.42,-.65,1)))/exp(n*.1), n += box(mod(I,T)-T/2., T/5.*(sin(n*2.-P)*.3+.55)));

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kishimisu(@kishimisu) 's Twitter Profile Photo

I'm currently porting my WebGL Gaussian Splat renderer to to try and improve the performance.

I rendered the exact same scene containing 1.1M splats, with WebGL on the left & WebGPU on the right.

For this particular test I observed a 6-10 fps increase!

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kishimisu(@kishimisu) 's Twitter Profile Photo

No, this isn't some sort of abstract galaxy renderer.

Just the result of a bug I encountered while tweaking my 3D gaussian splat viewer (it's supposed to be a room!)

Computer graphics bugs are definitely the most entertaining to face

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kishimisu(@kishimisu) 's Twitter Profile Photo

You can now upload your own .ply files in my web Gaussian Splatting viewer!

I've also added a raycast algorithm to detect which splat is clicked on screen.
You can use it to set 3 points and define a plane (ground) to orientate your camera upwards.

webgl-gaussian-splatting.vercel.app

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kishimisu(@kishimisu) 's Twitter Profile Photo

I've published my webgl 3D Gaussian Splatting renderer on github!

I'm using adaptive resolution to have a decent framerate when moving around and a sharp image when idle.

Now the big question: is it running smoothly/at all on your machine?

Try it here! webgl-gaussian-splatting.vercel.app

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kishimisu(@kishimisu) 's Twitter Profile Photo

I made a 3D Gaussian Splatting renderer for WebGL!

The following scene renders 1.3M splats in real time.

I wanted to understand a bit more how gaussian splats were rasterized, reimplementing the original paper seemed to be the best approach.
I will publish it on github soon!

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kishimisu(@kishimisu) 's Twitter Profile Photo

🔊 I've turned my real-time shader into a music visualizer!

Would you enjoy seeing such visuals in festivals or clubs?

See it live (if your GPU can handle it!) shadertoy.com/view/DddBWM

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kishimisu(@kishimisu) 's Twitter Profile Photo

Felt like my raymarching scene was missing some lighting, so I've added an infinite amount of lights and it looks less empty now!

Made in 200 lines of code: shadertoy.com/view/mddfW8

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kishimisu(@kishimisu) 's Twitter Profile Photo

'Elevator to infinity', a procedural 3D scene created exclusively with code.

Runs in real-time on browser! shadertoy.com/view/mddfW8

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