Cedric Pinson @trigrou.bsky.social · 06/10/2026Working on thumbnail framing. One of the reasons I started this project: saving people time managing their 3D assets. Small tasks like this add up. Goal: a good thumbnail in 1:1, 4:3 or 16:9 without nudging the camera by hand. Framing uses the model's silhouette, Still work in progress. 110 0
Reposted by Cedric PinsonArseny Kapoulkine @zeux.io · 30/09/2026New blog post! In "Billions of triangles redux" we take another stab at improving various parts of clustered level of detail pipeline to make Zorah smaller and nicer! zeux.io/2026/09/30/b... 26422 0
Cedric Pinson @trigrou.bsky.social · 11/09/2026Lightning talk at @threejsconf - A few months of work, not public yet, close to alpha. Still building 3D tools after all these years, this time to put some love into how we manage 3D assets. Let's see where it leads. Yes, the video has a poor LOD, sorry for that. thanks to @threejs #threejs 011 0
Cedric Pinson @trigrou.bsky.social · 02/09/2026I am currently experimenting with a model versioning system. It handles models, materials and scene parameters. Still early, but the direction feels right. More to come. #threejs Models by nika.tendetnik and dark_igorek (CC-BY) sketchfab.com/3d-models/g... sketchfab.com/3d-models/i... 030 0
Cedric Pinson @trigrou.bsky.social · 14/08/2026Sampling cost for ground occlusion, with and without variance guidance. The heatmap shows where the rays actually go. With variance guidance we can trade rays for a bit of noise. Needs more finetuning to blur the noise. #threejs 010 0
Cedric Pinson @trigrou.bsky.social · 10/08/2026Something that changed how I build: throwaway debug tools. HDRI light extraction + ground occlusion. You need to see cost, occlusion and direction to validate it. Before: hours on a debug viewer, then kept out of laziness. Now: minutes, then deleted. Useless if you code without bugs 😉 #threejs 000 0
Reposted by Cedric PinsonCedric Guillemet @skaven.bsky.social · 05/07/20265th place for Away, my 2831 bytes procedural graphics released at Shadow Party! www.pouet.net/prod.php?whi... 1173 0
Reposted by Cedric PinsonSébastien Lagarde @seblagarde.bsky.social · 02/07/2026Hey everyone. A reminder that the deadline for graphic article proposal for GPU Zen 5 is approaching quickly. Sharing knowledge is the best way to learn! 1189 0
Reposted by Cedric PinsonIgnacio Castano @icastano.bsky.social · 03/06/2026So smooth! www.youtube.com/watch?v=mGip...youtube.comProcedural Virtual Texturing with SparkYouTube video by Ignacio Castano 171 0
Reposted by Cedric PinsonArseny Kapoulkine @zeux.io · 22/05/2026Spent some time yesterday working with a few different scenes and doing a few performance tweaks. Commits should be self explanatory, so just sharing for anyone curious :) github.com/zeux/niagara...github.comCommits · zeux/niagaraA Vulkan renderer written from scratch on stream. Contribute to zeux/niagara development by creating an account on GitHub. 0132 0
Cedric Pinson @trigrou.bsky.social · 22/05/2026@bruno-simon.bsky.social Hello Bruno ! Je bosse sur un projet qui utilise Three.js comme building block et j'aimerais échanger avec toi. Tu es sur Paris (ou tu y passes parfois) ? Un café pour parler 3D ? 110 0
Reposted by Cedric PinsonTiny Glade 🏰🌿 @pouncelight.bsky.social · 13/05/2026📣🍏 Tiny Glade now runs on macOS! Mac users can finally pet the sheep (um, the rest of the game should work too 🤭) You'll need one of them "Apple silicon" Mac 'puters, like M1, M2, etc. or MacBook Neo. See our full post for details: store.steampowered.com/news/app/219... 725933 0
Reposted by Cedric PinsonIgnacio Castano @icastano.bsky.social · 05/05/2026Loading images is one of the most fundamental things a browser does. It turns out that doing it efficiently from JavaScript is an open problem. There are multiple APIs available and the right choice depends on the browser you are targeting. www.ludicon.com/castano/blog...ludicon.comImage Loading on the WebYou would think that loading images in the browser is a solved problem. After all, websites are basically composed of text and images. Turns out that loading images from JavaScript to use in WebGL/... 1203 0
Reposted by Cedric PinsonIgnacio Castano @icastano.bsky.social · 24/04/2026I spent some time reverse-engineering Apple's Lossy texture format. It wasn't as simple as I originally thought, and some of the details surprised me. Check it out! www.ludicon.com/castano/blog...ludicon.comMetal Lossy Compression FormatThe Apple Lossy compression format was introduced in the A15 and M2 chipsets (which share the same GPU generation) and it enables sampling and rendering to textures with a 1:2 compression ratio. The f... 16320 0
Reposted by Cedric PinsonAlan Wolfe @demofox.bsky.social · 22/04/2026Hey All, Gigi doesn't have telemetry, so I don't know who uses it, other than the fine folks contributing pull requests :) If you are using Gigi, could you let me know? I'm also curious what features you use - and if you only run techniques in the viewer or if you use the code generators. Thanks! 1116 0
Reposted by Cedric PinsonOmar @ocornut.bsky.social · 19/04/2026Razor1911's 40th anniversary demo is a nice retrospective of early demoscene/cracktro/bbs aesthetic 😍 www.youtube.com/watch?v=2Anb... (cc: razor1911.bsky.social)youtube.comRazor1911YouTube video by Dubmood 0305 0
Cedric Pinson @trigrou.bsky.social · 15/04/2026I did some test about using avifenc to encode linear data into avif format. It works but be careful about the parameters. #webgl #webgpu 000 0
Cedric Pinson @trigrou.bsky.social · 12/04/2026This is probably one of the best tech podcast, always high quality and informative. Thanks 🙏 @gameengineering.bsky.social youtu.be/CPCbjHILJV4?...youtu.beCompression Isn’t Just About Size | Fabian GiesenYouTube video by Wookash Podcast 010 0
Reposted by Cedric PinsonJendrik Illner @jendrikillner.bsky.social · 07/04/2026Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic... 07626 0
Reposted by Cedric Pinsonmamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026Behind the pretty frames of #PRAGMATA. Breaking down many tricks and hidden gems of the renderer behind CAPCOM's RE Engine. i hope you enjoy & find this few months worth of freetime article useful... mamoniem.com/behind-the-p... 08823 0
Reposted by Cedric PinsonPaul Malin @p-malin.bsky.social · 06/04/2026Very happy to win first place at #RevisionParty2026 for my 4Kb executable graphics entry "Lost Media"! www.pouet.net/prod.php?whi... I was lucky enough to go the the party too this year and had a really great time. It was good to hang out with friends old and new. 27311 0
Reposted by Cedric PinsonJorrit Rouwe @jrouwe.bsky.social · 06/04/2026Jolt Physics just hit 10K GitHub stars! What started in 2014 as a CPU vs GPU ray casting experiment became a full physics engine in 2021. Seeing what you’re building with it is amazing. Thank you! 317316 0
Reposted by Cedric PinsonArseny Kapoulkine @zeux.io · 02/04/2026meshoptimizer 1.1 is out! github.com/zeux/meshopt... Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements! More information in the infographic and release above :) Boosts and repository stars are welcome! 510335 0
Reposted by Cedric PinsonBabylon.js Official account @babylonjs.bsky.social · 26/03/2026We are thrilled to announce that Babylon.js 9.0 has officially been released! We cannot wait to see what you create with it! youtu.be/Th9mD_D5DrQ aka.ms/babylon9Blog #Babylon9Release #3D #WebDev #gamedev #indiedev #WebDevelopment #webgl #gamedevelopment #IndieDevsyoutu.beBabylon.js 9.0 Release VideoIntroducing Babylon.js 9.0, the next evolution in web rendering technology. https://aka.ms/babylon9Blog Helpful links to dive into Babylon.js: https://www.babylonjs.com/ - The homepage: a great… 02612 0
Reposted by Cedric PinsonLars Thießen @larstofus.bsky.social · 15/02/2026It's been a while since my last Unreal Engine optimization article, so it's nice to have an impactful change to write about for my newest: Figuring out why the automatic asset reimport tanks the framerate (and how to fix it): larstofus.com/2026/02/14/t... #ue5 #gamedev #optimization #superluminallarstofus.comThe curios case of Unreal’s slow asset reimport notificationIf you are reading this blog, there is a good chance that you are also an Unreal Engine user. Which also means, that you have probably seen this innocuous looking notfication: This notification is … 2153 0
Reposted by Cedric PinsonTobias A. Franke @thefranke.bsky.social · 15/02/2026"THREE.js-PathTracing-Renderer: Real-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework." erichlof.github.io/THREE.js-Pat...erichlof.github.ioTHREE.js-PathTracing-RendererReal-time PathTracing with global illumination and progressive rendering, all on top of the Three.js WebGL framework. Click here for Live Demo: https://erichlof.github.io/THREE.js-PathTracing-Renderer... 052 0
Reposted by Cedric Pinsonnomadsculpt.com @nomadsculpt.com · 05/02/2026Adding a trail option. I’ll also add a separate polish brush (won’t be a perfect match to zbrush hpolish but should be closer than the current flatten). 12910 0
Reposted by Cedric PinsonIgnacio Castano @icastano.bsky.social · 05/02/2026While working on spark.js, I realized that common normal map compression formats weren’t supported in popular frameworks like three.js. I added the necessary support to three.js and wrote an article to shed some light on the topic: ludicon.com/castano/blog... #webgpu #webgl #threejs #sparkjsludicon.comNormal Map Compression Revisited – Ignacio Castaño 01711 0
Reposted by Cedric PinsonJure Triglav @juretriglav.bsky.social · 29/01/2026New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs 117029 0
Reposted by Cedric PinsonIgnacio Castano @icastano.bsky.social · 21/01/2026spark.js has been featured on webgpu.com! "Real-Time Texture Transcoding for Faster Asset Delivery" www.webgpu.com/showcase/spa... #webgpu #threejs #gamedevwebgpu.comspark.js GLTF Demo: Real-Time Texture Transcoding for Faster Asset DeliveryA GLTF viewer that ships textures as compact WebP or AVIF, then transcodes them to GPU-compressed formats in the browser. Small downloads, efficient VRAM. Spark.js handles the conversion so you get th... 0185 0
Reposted by Cedric PinsonIgnacio Castano @icastano.bsky.social · 12/01/2026I'm excited to announce that @maxonvfx.bsky.social has licensed Spark for their cutting-edge Redshift renderer! Looking forward to supporting their work. 092 0
Reposted by Cedric PinsonTuan Kuranes @tuankuranes.eurosky.social · 20/07/2025Made a try on using it for OBB computation in shader, with diff with more classical PCA, works nicely www.shadertoy.com/view/W3V3WKshadertoy.comShadertoy 171 0
Reposted by Cedric PinsonPekka Väänänen @pekkavaa.bsky.social · 09/07/2025New article on my site: HyAB k-means for color quantization In which I try to improve color clustering with a different distance function. It's a simple technique in the end but it's pretty hard to evaluate if it's an improvement or not! 30fps.net/pages/hyab-k... github.com/pekkavaa/HyA... 3218 0
Reposted by Cedric PinsonJacco Bikker 🎦 @jbikker.bsky.social · 08/07/2025TinyBVH has been updated to version 1.6.2 on the main branch. This is a maintenance release. Changes: * JobSystem (from WickedEngine) now activated. * (De)serialization versioning improved. * Bug fixes. The 'basic use' manual has also been updated for version 1.6.2. Link: github.com/jbikker/tiny...github.comGitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh 0153 0
Reposted by Cedric PinsonNicolas Lopez @nicolas-lopez.bsky.social · 03/07/2025Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A! youtu.be/CcYq18bkvyU?...youtu.beREAC 2025 Anvil Rendering Architecture.YouTube video by Rendering Engine Architecture Conference 0296 0
Reposted by Cedric PinsonBrandon Jones @toji.dev · 14/02/2025This is a fantastic write up (with lots of live demos) of a whole slew of anti-aliasing techniques! blog.frost.kiwi/analytical-a...blog.frost.kiwiAAA - Analytical Anti-AliasingHow to fix jaggies the analytical way with some juicy secrets 0295 0
Reposted by Cedric PinsonCedric Guillemet @skaven.bsky.social · 22/12/2024I've built a bot that creates and post a generated Zelda map using WaveFunctionCollapse. A new map every 2 hours! It's hosted on my HomeLab server. 1192 0
Reposted by Cedric PinsonArseny Kapoulkine @zeux.io · 06/12/2024This Saturday, 11 AM PST, we'll talk about Vulkan 1.4, what the new features are for and why they are exciting! (or not) youtube.com/live/Ysx6y1D...youtube.comYouTubeShare your videos with friends, family, and the world 3215 0
Reposted by Cedric PinsonFrançois Guthmann @frguthmann.bsky.social · 02/12/2024Hey all, I wrote some WebGPU code to test some race conditions in a shader. If you're willing to try, let me know what you see. Red/flicker means there's a race. I'm especially curious about V3 which could theoretically race but I was never able to catch it. frguthmann.github.io/webgpu_racy_...frguthmann.github.ioRacy WebGPU tests 5166 0
Reposted by Cedric PinsonEmmett Lalish @elalish.bsky.social · 18/11/2024#Manifold v3.0 is out! This is a huge release - we have removed *all* required dependencies. Our npm package is half the size and twice the speed. Our #SDF LevelSet is much faster and higher quality. And so much more: github.com/elalish/mani... 295 0
Reposted by Cedric PinsonDustin DeVoe @ddevoe.bsky.social · 29/11/2024The Mutable sample is also up on Fab now! Definitely explore it, I know the team would love feedback as well. www.fab.com/listings/209...fab.comMutable SampleThis project showcases Mutable UE Plugin features.Mutable generates dynamic Skeletal Meshes, Materials and Textures at runtime. It is mostly used to create character customization systems but it can b... 493 0
Cedric Pinson @trigrou.bsky.social · 09/10/2022I have this error in #webgpu when I reload multiple times my program in chrome canary. I need to quit and re run the browser. Any idea @gfxprogrammer 000 0
Cedric Pinson @trigrou.bsky.social · 01/10/2022I like lospec.com/palette-list to use predefined palette for debugging/viz, I used lospec.com/palette-list/resurrect-64 to debug quads #webgpu 000 0
Cedric Pinson @trigrou.bsky.social · 14/09/2022Is there a tool to debug webgpu in the browser like @SpectorJS Any idea @sebavanjs ? 🙂 000 0
Cedric Pinson @trigrou.bsky.social · 06/09/2022Art Spotlight: It’s Never Too Late To Grow Into Yourself sketchfab.com/blogs/community/art-s…sketchfab.comArt Spotlight: It’s Never Too Late To Grow Into Yourself 010 0
Cedric Pinson @trigrou.bsky.social · 18/08/2022Check out Turtle Warrior - Animated Fantasy Creature by elileowe in #3D, #VR or #AR skfb.ly/o8Ktr via @sketchfabskfb.lyTurtle Warrior - Animated Fantasy Creature 000 0
Cedric Pinson @trigrou.bsky.social · 12/08/2022Hello twitter, I used dat.gui in the past, is it still the way to go in javascript for debug UI or is there something new as easy to use ? I know imgui but I need something in JS for this case :) 200 0
Cedric Pinson @trigrou.bsky.social · 11/08/2022Twinmotion Adds Sketchfab Integration sketchfab.com/blogs/community/twinm…sketchfab.comTwinmotion Adds Sketchfab Integration 000 0