20+ years in software. VP Engineering, visual systems, audio… and I also bike every day.

Brooklyn, NY
I integrated Apple-native NNs running in sidecar and can now run accurate landmarks at a stable 60fps, freeing up GPU for intensive shader work
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Omer Jacoby retweeted
✨ Glyph v0.1.0 coming out party ✨ The typography engine for the web. Finally, text that looks like it came from a native app in your web pipeline. → gpu-first with batched drawing and incremental updates → bitmap, mtsdf and slug in one engine → correct multilingual text, shaping, bidi, cjk, ligatures, font fallback → paragraphs that wrap, justify, flow around shapes and 3d objects → one font pipeline for three.js, R3F, typegpu or your own renderer github.com/pmndrs/glyph
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!!!!!!!
finally got some good renders from the WebGPU path tracer I’ve been building to show you as you may know making convincing glass with refraction, caustics, and dispersion has been my white whale for 4 years now lots to improve but happy with it so far! r3f.maximeheckel.com/raytrac…
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I made a virtual depth of field effect by using the Apple NPU to general real time depth probes and ran it thru the DOF algorithm by Earl Hammon Jr (Infinity Ward) This is just a regular macbook camera. Absolutely bonkers that you can now simulate the properties of DSLR cameras in real time at a stable framerate
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That's a new one
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My chopped unc take is that games are SUPPOSED to not look too realistic to allow some of the action / story to happen inside of your brain
Actual Dlss 5 gameplay from 2K27 - @NBA2K @2KIntel @2kcommunity_ @nba2kcmty
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Omer Jacoby retweeted
We have been working so hard on this Advanced R3F workshop and want teach you everything we know about scalable 3D apps and the future of TSL, WebGPU and R3F v10. It is coming to @threejsconf in less than a week. If you are in Paris on the 8th and 9th, check us out. Here is a peek at everything you will build from a (legally generic) voxel game to a product configurator to a website hero. We have limited spots so reach out if you want to join. ➡️Sign up here: threejs.paris/workshop 📷 Learn more: r3f.paris
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I made an optical camo filter and hooked it up to NDI and now I can gaslight people on Zoom calls that “I’m not seeing anything weird on my end”
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Apple Neural Networks for off axis projection, Claude + Blender MCP to procedurally generate some of the models, FFT analysis + Simplex noise frequency distribution + dual pass glass shader all at a stable 60fps
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Reposting this because I found it very cool
Inception meet @threejs dreamfold.netlify.app 🏙️🌀✨ 🔸build with 3D Tiles Renderer by @garrettkjohnson 🔸3D Tiles by @CesiumJS 🔸Open source github & more in thread 👇
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Apple Neural Networks are so fast that you can now build off axis projections that use glass shaders and PBR lighting
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Another banger from the goat
been looking for the right scene to demo my lcd display shader this one felt just right r3f.maximeheckel.com/isometr…
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Me when I miss the entire point of using a VPL
Replying to @spenkeycel
making a useless system that takes 10x as long to navigate but cool squares appear around my finger tips
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Omer Jacoby retweeted
an idea i recently played with: gracefully suspend a webgpu scene when the browser becomes inactive - animations ease to a halt - lights are dimmed - the render loop pauses on the final frame the scene then comes back to life on focus :) → r3f.maximeheckel.com/webgpu/…
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This effect got me 1M views on reels. Explaining how the viral virtual shadow projection technique works with real-time parallel face tracking+segmentation running in Sidecar at a stable 60fps, even with high-poly 3D models and complex lighting.
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Omer Jacoby retweeted
✈️ Our advanced React Three Fiber workshop is happening Sept 8 & 9 at @threejsconf and it is FOUR workshops in one. You get to preview R3F v10, our new tech stack and walk away with a cool app of your choice. 👉 r3f.paris/ Day 1: Learn the full R3F v10 WebGPU stack from staging to reactivity to TSL and postprocessing. We'll break down the Paris hero and more. Day 2: Build something amazing. Choose between a game, product editor or creative portfolio or even all three if you are ambitious enough. Each tract is headed by one our pros: ✧ @DennisSmolek: Author of R3F v10 and more at Poimandres. ✧ Kris Baumgartner: Organizer, Koota author, and general maintainer at Poimandres. ✧ @CantBeFaras: Senior graphics programmer, technical artist, and maintainer at Poimandres. ✧ And supported by Poimandres dev Ava Lehner. A great amount of work has gone into this and we are excited to make something special with you in Paris. Sign up here: threejs.paris/workshop
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Realtime depth maps are so hot right now. Running realtime depth estimation (with my fixed relative algo), face tracking and the dual-pass refraction shader (pioneered by @MaximeHeckel ). Comment GitHub for the repo.
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Can't let Konrad have all the fun. I built a realtime TD network running both depth and landmark tracking natively on the M4 Pro's GPU, stable at 60fps. GitHub repo here: github.com/ojrgb/appletd
Depth-aware light injection in TypeGPU I got a 448x448 monocular depth model down to ~8 ms on my M4 Pro across ~250 dispatches, which is fast enough to use in realtime :D Since the inference is written directly in TypeGPU, I can just feed the depth buffer straight into the lighting pass. It never has to leave the GPU or go through any extra synchronization/interop step Inference, lighting and draw all go through the same command encoder.
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Quick look at the blobtrack effect I made for @MaximeHeckel ‘s blog. Some math involved to get the videos side by side and it uses the custom Dither + digital crunch effect rack for that retro Gameboy Advance feel.
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Maxime’s excellent blog post on motion based shaders (which coincidentally includes some of my work). 🫡
New post 📝 For this article, I asked myself: what happens when motion becomes an input to our shaders? To answer it, I spent this summer experimenting with effects like motion masking, blob tracking, optical flow, and motion blur blog.maximeheckel.com/posts/…
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