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DougLilliequist

@douglilliequist.bsky.social

Creative Technologist. Currently at Immersive Garden. Previously at Active Theory.

110 Followers  |  125 Following  |  74 Posts  |  Joined: 15.11.2024  |  1.844

Latest posts by douglilliequist.bsky.social on Bluesky

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PBR shader wrapped up. Diffuse and Specular maps are generated via cmgen CLI

#webgpu

19.10.2025 17:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Sincerely #three.js, but if you don’t like to work with fixed pipelines and low level stuff, you are not an advanced user.

30.09.2025 05:49 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Finally found the cause: override doesn't seem to work with compute shaders in Safari.

23.09.2025 19:33 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

This sucks. None of my prior WebGPU sketches work on the new Safari…but works perfectly fine on Chrome…

20.09.2025 20:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Also, I’ll sound very harsh: do yourselves a favour and drop any projects or ponder on solutions that are based on WebGL.

It is outdated, performs horribly and requires tedious hacks to MAYBE get what you want.

With WebGPU, you can think about and solve problems in a more reasonable fashion

15.08.2025 12:31 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Not that I would consider myself an expert at this point (yet), but PBR is surprisingly straightforward!

The hassle is generating the assets needed for IBL.

15.08.2025 12:24 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

All right: time to learn what is actually going on behind a PBR shader and make one myself.

10.08.2025 08:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Marching cubes experiment made with my own WebGPU framework πŸ—ΏπŸŒŠ Hope you'll find it fun and inspiring (and satisfyingly disgusting 🫠)!

dougllab.netlify.app/marchingcubes

#webgpu #creativecoding

03.08.2025 18:16 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Very nice. Removed an awkward copyBufferToTexture and now my 3D blurring is even faster! Guess I'm ready to start diving in to marching cubes...

#webgpu

08.07.2025 11:31 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Preview
a man with glasses and a mustache is sitting in front of a sign ALT: a man with glasses and a mustache is sitting in front of a sign

Have to try this, but after reading some fine print…storage textures can eventually be used with samplers depending on the bindings.

This is awesome, but this means i have some hefty refactoring to do on my fluids and shadow volumes…

08.07.2025 09:00 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Raymarching volumetric lighting is a bit slow… :(((

06.07.2025 21:18 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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My voxelizer is working! 128^3 voxels < ~150us. 256^3 around < ~800us (on my M1Pro)

Ironically, visualising the voxels is heavier than the voxelizer itself...

*cackles manically*

#webgpu

01.07.2025 13:49 β€” πŸ‘ 12    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Too much at work. Have some fun concepts I want to explore for a few days during my vacation.

24.06.2025 07:59 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Cool accident while updating a previously SD 1.5 based workflow to SDXL / HotshotXL.

Not a fan of how all the motion models are aiming for "perfection" and in my workflow's case, I need AnimateDiff + frame interpolators still!

#comfyui #aiart

17.05.2025 16:13 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

If there is anything that worries me, it is not β€œAI taking our jobs”.

In the end, an experienced dev will know what to prompt compared to one with less experience.

I’m more concerned about project deadlines becoming more and more unrealistic due to the false belief that β€œAI can do everything”

13.05.2025 05:38 β€” πŸ‘ 15    πŸ” 2    πŸ’¬ 3    πŸ“Œ 0

This. Been through a ton of stressful moments and project crunches for this very reason.

04.05.2025 17:19 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

WebGPU support.

04.05.2025 10:29 β€” πŸ‘ 10    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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125k flocking boids
particle volume shadows
3d fluids (32^3) using hand tracker as cursor

120 fps on M1 pro

Learned a ton doing this project, but I'm bored of particles at this point πŸ˜… Hopefully this will be fun and inspiring to whomever tries this out!
dougllab.netlify.app/birds

#webgpu

26.04.2025 18:36 β€” πŸ‘ 8    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Software rasterised points using compute perhaps? πŸ€“

20.04.2025 06:35 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Google mediapipe!

13.04.2025 18:38 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Kindoff getting there! Using pressure makes it more interesting...

Maybe a habit thing, but interacting in a 3D space feels like you need to "master" the interaction which isn't too fun. More parameter tweaking! πŸͺ›

#webgpu

13.04.2025 15:22 β€” πŸ‘ 5    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

Ah! You *can* use samplers in compute shaders! Just have to make sure you are using textureSampleLevel!

#webgpu

13.04.2025 14:36 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

After this practice project I'll be going back to soft-bodies. Particles are getting quite repetitive now...

13.04.2025 12:07 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

ouuuufffff...the compression is horrible......

13.04.2025 12:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Back at it! Integrating my 3D fluids into my original boid simulation. Lots of finetuning is needed and scaled up the particles to avoid compression πŸ˜… Doing so reveals a fair bit of aliasing...

Also learned that using samplers is not allowed in compute shaders :(((((

#webgpu #creativecoding

13.04.2025 12:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Same, takes a fair bit of calibration with media-pipe…not to mention every hand is different…could maybe to a fancy average bbox size after N frames to make it even more accurate πŸ€“

Fully doable! Quality however is GPU bound as I need a lot more iterations and voxels…

24.03.2025 08:28 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Few subtle error fixes later and now it looks even better! 🌊

#webgpu #creativecoding

09.03.2025 12:51 β€” πŸ‘ 8    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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With gradient subtraction (familiar fluid look) 🌊 and with my setup it is easy to toggle between the two behaviors Β πŸ’¨

#webgpu

08.03.2025 16:50 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Just to show I'm not bluffing πŸ€“

#webgpu

08.03.2025 13:20 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Just need some calibration, but the handtracking is doing wonders!

For the Z, I compute a 2D bounding box and use the area as the Z position (far away == sm0l hand, big hand == close)

#webgpu

08.03.2025 11:27 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

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