Renaud (@onirenaud) 's Twitter Profile
Renaud

@onirenaud

CTO @utsuboco 🇯🇵🇫🇷

WebGPU @threejs

ID: 3107766927

linkhttps://utsubo.com calendar_today23-03-2015 15:17:27

1,1K Tweet

6,6K Takipçi

375 Takip Edilen

Renaud (@onirenaud) 's Twitter Profile Photo

Today’s update on my one-click zero-CPU web-to-native rendering app. 🚀 MacOS support is live! IOSurface lets us stream three.js (or any web content) directly from the GPU into TouchDesigner, Unreal, Unity & more. UI’s shaping up nicely 😎 Next: Multi texture per URL. 👀

Renaud (@onirenaud) 's Twitter Profile Photo

Been side questing into GPU programming with DX11 and Metal this week. The learning curve with AI sensei on other languages feels unreal, made my first PR today! 🧑‍🎓 github.com/benoitlahoz/no…

Renaud (@onirenaud) 's Twitter Profile Photo

Today's update on my one-click, zero-CPU web<->native app. 🚀 Added offscreen webpage viewer and multi feed per URL. Basic tool nearly done. Next: advanced API for manual control of DXGI/IOSurface texture transfer. Also I'm confident in GPU<->GPU transfer from Native to Web.

Renaud (@onirenaud) 's Twitter Profile Photo

This is amazing and makes me extremely bullish. Imagine this, directly streaming in Touch Designer via GPU<->GPU transfer with my upcoming native app. And this is just a basic example of what will be possible. Utsubo is coming strong and will change interactive installations.

Renaud (@onirenaud) 's Twitter Profile Photo

✅ Native → Web pipeline now working on macOS! If resources are wired in the node graph, they are shared directly with the embedded window, ready to use in your web app. I will make a demo with Kinect in Web this weekend! Next up: Windows support. 🪟

Renaud (@onirenaud) 's Twitter Profile Photo

Native → Web pipeline now working on Windows! This one took a while. I had to build my own Node.js C++ library for SpoutDX from scratch. It supports dynamic feed switching and custom formats like r32f, as shown here with the Kinect!

Renaud (@onirenaud) 's Twitter Profile Photo

Native-to-Web API is nearly complete. I built a minimal WebGPU project that listens for incoming nodes and displays the first received texture in the fragment. Each app or site can act as a node, with performance that feels like everything runs in the same tab.🤯🚀

Renaud (@onirenaud) 's Twitter Profile Photo

After a long battle with Metal, GPU-to-GPU texture transfer from native to Web is finally working. All my nodes now render IOSurface textures via importExternalTexture in WebGPU. No CPU readback. Next week, I’ll reveal why I did all this with the AI integration.

After a long battle with Metal, GPU-to-GPU texture transfer from native to Web is finally working.

All my nodes now render IOSurface textures via importExternalTexture in WebGPU. No CPU readback.

Next week, I’ll reveal why I did all this with the AI integration.
Renaud (@onirenaud) 's Twitter Profile Photo

Real-time AI + WebGPU + WebGL (Three.js) and broadcasted to native, with all inter-process communication handled via shared GPU textures, zero CPU, 100% GPU. Each node runs in its own process and hosts fully editable code: fork it, modify it, or prompt it live with an Agent.

Real-time AI + WebGPU + WebGL (Three.js) and broadcasted to native, with all inter-process communication handled via shared GPU textures, zero CPU, 100% GPU.

Each node runs in its own process and hosts fully editable code: fork it, modify it, or prompt it live with an Agent.
Renaud (@onirenaud) 's Twitter Profile Photo

Recreating the water stripes in Hokusai’s artwork has to be one of the most puzzling tasks I’ve ever attempted. Getting close, though!

Renaud (@onirenaud) 's Twitter Profile Photo

Today, I created a set of helpers in order to recreate the shape of the Great Wave, but I found the interaction felt too static. Instead, I’m planning to recreate the scene using periodic velocity emitters to simulate wave motion, ideally resulting in a more natural effect.

Renaud (@onirenaud) 's Twitter Profile Photo

Back in 2022, I had to implement KTX 2D Array Compression in Three.js to handle this site packed with HD textures: github.com/mrdoob/three.j… Luckily, we had a lot of freedom with the design integration, made the technical challenge a lot more fun!

Renaud (@onirenaud) 's Twitter Profile Photo

Took me a few days to got Unified Spray, Foam and Bubbles to work with MLS Material Point Method but I'm happy with the result so far! (MPM Grid on the right.)

Renaud (@onirenaud) 's Twitter Profile Photo

Integrated unified spray, foam, and bubbles into my fluid simulation. Runs in real-time with WebGPU, Three.js, and over 1 million particles!

Renaud (@onirenaud) 's Twitter Profile Photo

We back in business Claude, next prompt: “Read this paper on AVBD and implement it using WebGPURenderer from Three.js. Use webgpu_compute_particles_fluid.html as a starting point."