graphics+ai researcher/engineer

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GPU physics engine powering the physics (now on npm): github.com/sbobyn/three-avbd based on graphics.cs.utah.edu/researc…
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More @threejs destruction: laser cut, then the detonator 💥 GPU rigid-body physics powered by github.com/sbobyn/three-avbd #threejs #webgpu
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Teaser of a @threejs Teardown-inspired tech demo I'm working on💥 Built with Opus 5.5 physics are powered by github.com/sbobyn/three-avbd #threejs #webgpu
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50,00 bricks falling to form the Mona Lisa three-avbd.vercel.app #threejs
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Built with Opus 5.5 · @threejs
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110k rigid bodies in real time, in a browser tab. Grab anything, fire cannonballs. Built with Claude Opus 5.5: Augmented Vertex Block Descent (SIGGRAPH 2025, Giles, Diaz & Yuksel) in WebGPU with @threejs . It's a physics solver that stays stable with huge scenes and big mass ratios. Opus 5.5 even put together this whole demo reel video just from a single text prompt in Claude Code haha 🤯 Try it: three-avbd.vercel.app (recorded on an M4 Max, lighter scenes run fine on older computers or on mobile) Code's here, MIT licensed. Go build something with it, have fun breaking things: github.com/sbobyn/three-avbd #threejs #WebGPU
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Been reviving the path tracer I built last fall with @threejs and WebGL2 shaders. Added Raster/path-traced comparisons, camera-ray visualization, device performance calibration, an interactive BVH inspector, and more. I wrote the original myself, but had a lot of help from GPT-5.6 Sol (and recently Astra) this time around. Pretty impressed with how much cleaner it’s become with little manual coding. Astra even recorded these demos directly from the app haha. Try it here: pathtracer-lab.vercel.app/ #threejs
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Started working on an interactive WebGL-based pathtracer this past week! It's integrated with Three.js for scene management, debug rendering, and interactive controls. #threejs #webgl #raytracing #pathtracing
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So far, the implementation follows book 1 of @Peter_shirley 's raytracing series Next I'm planning on adding - textures, quads, and area lights, skybox lighting then - triangles + mesh loading - fragment shader → compute shader - scene uniforms → data textures - bvh
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