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Cedric Pinson

@trigrou.bsky.social
52 followers 216 following 1.4K posts

Real-time 3D since 2005. OpenGL, WebGL WebGPU, @Sketchfab (co-founder/CTO), @EpicGames. Building something new. Jazz piano, handstands, demoscene leftovers. cedricpinson.com

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Cedric Pinson @trigrou.bsky.social · 06/10/2026
Working 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.
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Arseny Kapoulkine @zeux.io · 30/09/2026
New 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...
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Cedric Pinson @trigrou.bsky.social · 11/09/2026
Lightning 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
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Cedric Pinson @trigrou.bsky.social · 02/09/2026
I 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...
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Cedric Pinson @trigrou.bsky.social · 14/08/2026
Sampling 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
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Cedric Pinson @trigrou.bsky.social · 10/08/2026
Something 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
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Cedric Guillemet @skaven.bsky.social · 05/07/2026
5th place for Away, my 2831 bytes procedural graphics released at Shadow Party! www.pouet.net/prod.php?whi...
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Sébastien Lagarde @seblagarde.bsky.social · 02/07/2026
Hey 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!
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Ignacio Castano @icastano.bsky.social · 03/06/2026
So smooth! www.youtube.com/watch?v=mGip...
youtube.com
Procedural Virtual Texturing with Spark
YouTube video by Ignacio Castano
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Arseny Kapoulkine @zeux.io · 22/05/2026
Spent 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.com
Commits · zeux/niagara
A Vulkan renderer written from scratch on stream. Contribute to zeux/niagara development by creating an account on GitHub.
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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 ?
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Tiny 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...
Tiny Glade running on a MacBook Neo. Two sheep plushies stand on either side of the laptop, and the scene is surrounded by plants and flowers.
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Ignacio Castano @icastano.bsky.social · 05/05/2026
Loading 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.com
Image Loading on the Web
You 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/...
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Ignacio Castano @icastano.bsky.social · 24/04/2026
I 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.com
Metal Lossy Compression Format
The 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...
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Alan Wolfe @demofox.bsky.social · 22/04/2026
Hey 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!
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Omar @ocornut.bsky.social · 19/04/2026
Razor1911'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.com
Razor1911
YouTube video by Dubmood
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Cedric Pinson @trigrou.bsky.social · 15/04/2026
I did some test about using avifenc to encode linear data into avif format. It works but be careful about the parameters. #webgl #webgpu
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Cedric Pinson @trigrou.bsky.social · 15/04/2026
I am almost ready to go back to emacs :)
Image showing Cursor consuming 14.26GB of memory
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Cedric Pinson @trigrou.bsky.social · 12/04/2026
This is probably one of the best tech podcast, always high quality and informative. Thanks 🙏 @gameengineering.bsky.social youtu.be/CPCbjHILJV4?...
youtu.be
Compression Isn’t Just About Size | Fabian Giesen
YouTube video by Wookash Podcast
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Jendrik Illner @jendrikillner.bsky.social · 07/04/2026
Graphics Programming weekly - Issue 435 - April 5th, 2026 www.jendrikillner.com/post/graphic...
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mamoniem, et al. 🌹♠️🦷🌿 @mamoniem.bsky.social · 08/04/2026
Behind 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...
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Paul Malin @p-malin.bsky.social · 06/04/2026
Very 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.
A Computer Generated image of a blue cassette tape partially submerged in green looking water in a rock pool. There are bumps of sand with rocks on in the background and underwater.
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Jorrit Rouwe @jrouwe.bsky.social · 06/04/2026
Jolt 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!
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Arseny Kapoulkine @zeux.io · 02/04/2026
meshoptimizer 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!
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Babylon.js Official account @babylonjs.bsky.social · 26/03/2026
We 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 #IndieDevs
youtu.be
Babylon.js 9.0 Release Video
Introducing 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…
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Lars Thießen @larstofus.bsky.social · 15/02/2026
It'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 #superluminal
larstofus.com
The curios case of Unreal’s slow asset reimport notification
If 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 …
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Tobias 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.io
THREE.js-PathTracing-Renderer
Real-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...
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nomadsculpt.com @nomadsculpt.com · 05/02/2026
Adding 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).
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Ignacio Castano @icastano.bsky.social · 05/02/2026
While 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 #sparkjs
ludicon.com
Normal Map Compression Revisited – Ignacio Castaño
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Jure Triglav @juretriglav.bsky.social · 29/01/2026
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
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Ignacio Castano @icastano.bsky.social · 21/01/2026
spark.js has been featured on webgpu.com! "Real-Time Texture Transcoding for Faster Asset Delivery" www.webgpu.com/showcase/spa... #webgpu #threejs #gamedev
webgpu.com
spark.js GLTF Demo: Real-Time Texture Transcoding for Faster Asset Delivery
A 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...
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Ignacio Castano @icastano.bsky.social · 12/01/2026
I'm excited to announce that @maxonvfx.bsky.social has licensed Spark for their cutting-edge Redshift renderer! Looking forward to supporting their work.
Maxon Logo
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Tuan Kuranes @tuankuranes.eurosky.social · 20/07/2025
Made a try on using it for OBB computation in shader, with diff with more classical PCA, works nicely www.shadertoy.com/view/W3V3WK
shadertoy.com
Shadertoy
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Pekka Väänänen @pekkavaa.bsky.social · 09/07/2025
New 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...
Four crops of a photo showing a green baseball cap in two different color spaces. The caption says "Color quantization in CIELAB space, visualized. The input is converted to CIELAB space and a special “HyAB” distance formula is used when clustering. This in theory should result in better image quality."
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Jacco Bikker 🎦 @jbikker.bsky.social · 08/07/2025
TinyBVH 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.com
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
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Nicolas Lopez @nicolas-lopez.bsky.social · 03/07/2025
Our talk “Anvil Rendering Architecture” is up on YouTube, including Q&A! youtu.be/CcYq18bkvyU?...
youtu.be
REAC 2025 Anvil Rendering Architecture.
YouTube video by Rendering Engine Architecture Conference
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mjp @mjp123.bsky.social · 27/03/2025
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Brandon Jones @toji.dev · 14/02/2025
This 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.kiwi
AAA - Analytical Anti-Aliasing
How to fix jaggies the analytical way with some juicy secrets
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Cedric Guillemet @skaven.bsky.social · 22/12/2024
I'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.
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Arseny Kapoulkine @zeux.io · 06/12/2024
This 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.com
YouTube
Share your videos with friends, family, and the world
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François Guthmann @frguthmann.bsky.social · 02/12/2024
Hey 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.io
Racy WebGPU tests
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Emmett 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...
A Gyroid model generated by Manifold's SDF LevelSet function.
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Dustin DeVoe @ddevoe.bsky.social · 29/11/2024
The 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.com
Mutable Sample
This 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...
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Cedric Pinson @trigrou.bsky.social · 09/10/2022
I 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
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Cedric Pinson @trigrou.bsky.social · 01/10/2022
I like lospec.com/palette-list to use predefined palette for debugging/viz, I used lospec.com/palette-list/resurrect-64 to debug quads #webgpu
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Cedric Pinson @trigrou.bsky.social · 14/09/2022
Is there a tool to debug webgpu in the browser like @SpectorJS Any idea @sebavanjs ? 🙂
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Cedric Pinson @trigrou.bsky.social · 06/09/2022
Art Spotlight: It’s Never Too Late To Grow Into Yourself sketchfab.com/blogs/community/art-s…
sketchfab.com
Art Spotlight: It’s Never Too Late To Grow Into Yourself
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Cedric Pinson @trigrou.bsky.social · 18/08/2022
Check out Turtle Warrior - Animated Fantasy Creature by elileowe in #3D, #VR or #AR skfb.ly/o8Ktr via @sketchfab
skfb.ly
Turtle Warrior - Animated Fantasy Creature
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Cedric Pinson @trigrou.bsky.social · 12/08/2022
Hello 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 :)
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Cedric Pinson @trigrou.bsky.social · 11/08/2022
Twinmotion Adds Sketchfab Integration sketchfab.com/blogs/community/twinm…
sketchfab.com
Twinmotion Adds Sketchfab Integration
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