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kishimisu

@kishimisu

9,707
Followers
362
Following
198
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409
Statuses

Passionate about computer graphics, machine learning & shaders.

Paris
Joined December 2021
Don't wanna be here? Send us removal request.
Pinned Tweet
@kishimisu
kishimisu
9 months
I've published my 2nd coding tutorial! This time I explore Raymarching, or how you can add a third dimension to your shaders to play with procedurally generated scenes in real-time. It will open the door to many tutorials built on top of this technique!
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@kishimisu
kishimisu
3 months
I found a copy of my work labelled as « impressive AI generation » and without any attribution… I created this animation for my shader coding tutorial a year ago:
@hamish_kerr
Hamish Kerr
3 months
I keep asking Claude to do unreasonably difficult things and it just keeps doing them first try
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@kishimisu
kishimisu
4 months
Discovery, 276 chars #つぶやきGLSL for (O *= C; C < 2e2; O += pow(.003 / abs(length(I - vec2(sin(C*.18 + S*.5), cos(C*.2 * (.96 + sin(S) * .04) + S))) + .015 * sin(S*4. + C*.033)) * (1. + cos( C++ * .022 - S - S + log(1. + length(I) * 4.) + vec4(0,1,2,0))), O-O+1.2));
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@kishimisu
kishimisu
1 year
"Smooth Attraction", 250 chars #つぶやきGLSL for (O *= i = 0.; i < 2e2; i += .5) O += .0006/abs(length(u + vec2(cos(i/4. + T), sin(i*.45 + T)) * sin(T*.5+i*.35)) - sin(i+T*.5) / 60. - .01) * (1. + cos(i*.7 + T + length(u)*6. + vec4(0,1,2,0)));
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@kishimisu
kishimisu
1 year
284 chars of trigonometry #つぶやきGLSL for (O *= i; i < 200.; i += .5) O += pow(.001 / abs(length(u + vec2(cos(i + t), sin(i))) - sin(i*2.+t)*.02 - .015) * (1. + cos(i*(5. + sin(t)*.02) + t*6. + length(u)*2. + vec4(0,1,2,0))), O-O+1.1), u *= mat2(cos(1. + vec4(0,33,11,0)));
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@kishimisu
kishimisu
2 months
Spline, 296 chars #つぶやきGLSL for (O *= i; ++i < 200.; O += pow(.003 / abs(length(p - sin(i * .111 * sin(n)) * vec2(sin(e = i * .07 * sin(n) * cos(n - 3.5) + n + n), cos(e))) + sin(n * 4. + i * .033 + l) * .015) * (1. + cos(i*.02+l*2.+3.-n-n+vec4(0,1,2,0))),O-O+1.2));
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@kishimisu
kishimisu
1 year
Just for fun, I've implemented a Convolutional Neural Network (CNN) that predicts handwritten digits... Fully using #glsl and fragment shaders! The model exactly has 2023 parameters and its inner activations are displayed as you draw Try it out live!
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@kishimisu
kishimisu
3 months
Aurora, 399 chars #つぶやきGLSL for(O*=i;i++<44.;)p=t*rd,p.z-=2.,l=length(p),p/=l*.1,t+=d=min(l-.3,T*.1)+.1,O+=.05/(.4+d)*mix(S(.5,.7,sin(p.x+cos(p.y)*cos(p.z))*sin(p.z+sin(p.y)*cos(p.x+T))),1.,.15/l/l)*S(5.,0.,l)*(1.+cos(t*3.+vec4(0,1,2,0)));
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@kishimisu
kishimisu
1 month
Starfield, #つぶやきGLSL for(O*=i;i++<30.;t=r*rd,t.z-=2.,a=t,a.y=abs(a.y)-.8,a.xz*=R((round(L(a.xz)/f)-35.)*.03125*e),a.zx*=R(round(atan(a.z,a.x)/f)*f),a.x-=f*max(round(a.x/f),14.),r+=min(d=L(t)-.75,L(a)*.8),O+=.04*(.1/d+(1.+cos(r-e-e+atan(t.x,t.z)*2.+vec4(0,1,2,0)))/L(a)/40.));
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@kishimisu
kishimisu
4 months
Prism, 328 chars #つぶやきGLSL for(L*=I;I++<80.;L+=pow(.0024/length(P* mat2(cos(10./exp(R/.1)*pow(sin(A/8.), 3.)+A/8.+vec4(0,33,11,0)))+R* sin(I*.5+A/4.)*smoothstep(0., 1.,(.95 + .05 * sin(A)))*vec2(cos(I*.2), sin(I*.2 ))) * (1. + cos(I*.1+R*4.-A-A + vec4(0,1,2,0))), L-L+1.1));
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@kishimisu
kishimisu
9 months
Eclipse, 336 chars #つぶやきGLSL for (O *= i; i++ < 60.; O += pow(.0024/(abs(length(u*r-cos(t*.5+i*.009)*sin(i+t)*vec2(cos(i+i*sin(t*.5)*.01+t),sin(i+t)))-1.)+.02+smoothstep(1.,1.5,l)*abs(cos(t*.5)))*(1.+cos(i*.35+l*8.+vec4(0,1,2,0))),O-O+1.1));
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@kishimisu
kishimisu
1 year
Playing with trigonometry and bloom in 243 chars #つぶやきGLSL for(O*=l;l++<55.;O+=.005/abs(length(o+vec2(cos(l*(cos(f*.5)*.5+.6)+f),sin(l+f)))-(sin(l+f*4.)*.04+.02))*(cos(l+length(o)*4.+vec4(0,1,2,0))+1.));
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@kishimisu
kishimisu
1 year
Quasar, 449 chars #つぶやきGLSL for(O*=i;i<44.;i++) p=t*normalize(vec3(F+F-R.xy,R.y)),p.z-=4.,p.xz*=r(T/4.)p.yz*=r(sin(T/4.)*.5)X(p.zx)a=p.x,X(p.yx)p.x=mod(b=p.x-T,.5)-.25,t+=d=length(p)-(4.-a)*(cos(T/6.+1.)*.5+.5)*.01,O+=.04*(1.+cos(a+t*.3-T*.8+vec4(0,1,2,0)))/(1.+abs(d)*30.);
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@kishimisu
kishimisu
1 year
I've published my first youtube tutorial about shader coding! I used manim and shaders for the animations, and the entire voiceover is AI-generated (for audio quality reasons) My channel will focus on computer graphics, digital art and machine learning:
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@kishimisu
kishimisu
4 months
Hyperloop, written in 442 characters #つぶやきGLSL Code:
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@kishimisu
kishimisu
3 months
Cycles, 285 chars #つぶやきGLSL for (s *= c; c++ < 200.; s += .003/abs(abs(length(y + 1.5* sin(c*.014+e) * vec2(cos(c*.4+e), sin(c*.4+e))) - l * (sin(c*.04+e) * .5+.5)*.2) + sin(c*.014+e) * .02) * (1.+cos(c*.03-e*4.+l*3.+vec4(0,1,2,0))));
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@kishimisu
kishimisu
11 months
356 chars #つぶやきGLSL for (O *= i; i++ < 90.; I = n*normalize(vec3((F+F-R.xy)/R.y * r(P/4.), 1)), I.zx*=r(n*(I.y > 0. ? .2 : -.2)), I.z += P, O += .007 * (1.+cos(T.rgbb*length(ceil(I/T)) - vec4(1.27,.42,-.65,1)))/exp(n*.1), n += box(mod(I,T)-T/2., T/5.*(sin(n*2.-P)*.3+.55)));
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@kishimisu
kishimisu
9 months
Merry Xmas in 388 chars! #つぶやきGLSL for (O*=i;i++<8.;O+=.004/abs(sin(length(u=fract((U-vec2(0,1))*r(-t*.05)*(1.5+i*.1))-.5)*exp(length(u)*1.5-l)*7.+sin(t)*.05)/8.-.3*s*.6+U.x+1.4+sin(U.y*13.+3.)*.1-2.*s+2.2)))*(1.+cos(i*.5+l*5.-t*4.+vec4(0,1,2,0))));
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@kishimisu
kishimisu
1 year
I've shortened my tutorial to fit in 227 chars! #つぶやきGLSL for (O *= i; i++ < 4.; O += pow(.04 / abs(sin(8. * ( length( u = fract(u * 1.5) - .5 ) / exp(l)) + iTime)), 1.2) * (1. + cos(6. * (l + (i + iTime)*.4 + vec4(.26,.4,.56,0))))); Original video:
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@kishimisu
kishimisu
10 months
Hypnosis, 233 chars #つぶやきGLSL for (O *= m; m < 170.;O += .0007 / (abs(length( a + abs(sin(m* mix(.02,.07, sin(f)*.5 + .5) - f)) * vec2(cos(x = m*.05-f), sin(x)))-.5) + .02) * (1.+cos(m++*.1 + length(a)*6. - f + vec4(0,1,2,0))));
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@kishimisu
kishimisu
10 months
333 chars, #つぶやきGLSL for (O*=m; m++<6.; O += .003/abs(sin(exp(length( d = mod(r*mat2(cos(a/8. + vec4(0,33,11,0))) * (1.+m*.2), .5)-.25) - e*(2.+cos(a*.5))) * (abs(d.x)+abs(d.y))*8. + a + m*.3 * cos(a/4.))/8. - smoothstep(0.,2.,e-.8)) * (1.+cos(m*.5+e*6.+a+vec4(0,1,2,0))));
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@kishimisu
kishimisu
1 year
I made a 3D Gaussian Splatting renderer for WebGL! The following scene renders 1.3M splats in real time. I wanted to understand a bit more how gaussian splats were rasterized, reimplementing the original paper seemed to be the best approach. I will publish it on github soon!
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@kishimisu
kishimisu
1 year
"Enter The Matrix", a real-time animation written in 436 characters of #glsl code. See how deep the rabbit hole goes:
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@kishimisu
kishimisu
1 year
Synchronized chaos in 289 chars #つぶやきGLSL for (O *= m; m < 130.; O+=.002/abs(length(r+sin(e+m*(.2+.035 *smoothstep(-1.,1.,sin(e*.5)))) *vec2(cos(m+e),sin(m+e)))-.005-a*.015) *(1.+cos(m++*.8+a*4.+e+vec4(0,1,2,0))) *smoothstep(-.5,.5,a));
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@kishimisu
kishimisu
1 year
"Flowing Wires", 471 chars #つぶやきGLSL for (O *= i, F += F - R.xy; i++ < 28.; p = t*normalize(vec3(F*r(t*.1), R.y)), p.zx*=r(T/4.), p.zy*=r(T/3.), p.x+=T, t += min(min(s( p = fract(p)-.5 ), s( vec3(-p.y, p.zx) )), s( -p.zxy ))); Real-time code:
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@kishimisu
kishimisu
1 year
339 chars #つぶやきGLSL for (O *= h; h < 3.; h++) for (int k; k < 25; O[int(h)]+=.008/(max(0.,abs(sin((length(v=a+(vec2(k%5,k++/5)-2.)*mat2(cos(t*.5+vec4(0,33,11,0))))*.2)*4. - t- h*.025)) + 2. * S(0., 2., length(a) - 2.) -.01)+ S(3., 0., length(a)) *.02*(sin(t+t-1.5)*.5+.5)));
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@kishimisu
kishimisu
9 months
I'm currently working on a puzzle game that plays with lights & shadows. I plan to build it in Unity as a mobile game, but I made a first WebGL prototype that you can try on browser! Made using shaders, 2D raymarching and procedurally generated audio!
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@kishimisu
kishimisu
3 months
Clover, 239 chars #つぶやきGLSL for(O*=i,u.x=-u.x;i<7.;O+=pow(.04/abs(sin(exp(sin(length(vec2(cos(i+t),sin(i-t))+u))*.5-length(u*.4))*8.+t*4.)-smoothstep(0.,.8,l-.8)*1.5)/smoothstep(0.,.09,abs(l-1.28)),1.1)*(1.+cos(i++*.55+l*6.-t*4.+vec4(0,1,2,0))));
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@kishimisu
kishimisu
4 months
Waves, a procedurally generated #glsl animation
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@kishimisu
kishimisu
4 months
Vortex, 388 chars #つぶやきGLSL for(O*=e;e++<40.; o=t*D,o.y+=t*t*.09,o.z=mod(o.z+r,.2)-.1,o.yx*=R(t*.06-r*.2),o.yx*=R(round(atan(o.y,o.x)/.3)*.3),o.x=fract(o.x)-.8,t+=x=L(o)*.5-.014,O+=.05*(1.+cos(t*.5+r+vec4(0,1,2,0)))*(.6+sin(t+t+r*5.)*.5)/(.8+x*40.));
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@kishimisu
kishimisu
1 year
I've published the 1st version of my small 2d path-traced project that runs on browser. Its main feature is a level editor that allow you to build and share your own levels! I don't guarantee it to be bug-free, feedback & ideas are welcome Try it live!
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@kishimisu
kishimisu
9 months
I've ported my puzzle prototype to Unity and successfully built the game for WebGL! If you weren't able to play before, you might have better luck this time I also added 8 new levels and a progress counter. Now working on adding new gameplay mechanics!
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@kishimisu
kishimisu
1 year
I've added a new 3D smoke render mode to my #WebGPU Fluid Simulation. It's not an easy task to keep the best performance & quality when using a volume renderer on top of a fluid simulation, so lighting artifacts may appear if 3d enabled. Try it yourself!
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@kishimisu
kishimisu
1 year
289 chars #つぶやきGLSL for (O *= t; O.a++ < 30.; O += (1. + cos(k+k+t+vec4(0,1,2,0))) / 2e2 / L ) p = R - vec3(F+F, R.y), p = t/L*p - 3./R, M(p.zx) M(p.yx) p.x -= 2., t -= L - .1; Real-time:
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@kishimisu
kishimisu
1 year
Painting with global illumination! This is a little project I'm working on this summer to learn more about 2D path-tracing. Not sure yet where it is headed, could be a game, a tool, a video tutorial.. Running using #glsl shaders and webgl2
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@kishimisu
kishimisu
1 year
I've published my webgl 3D Gaussian Splatting renderer on github! I'm using adaptive resolution to have a decent framerate when moving around and a sharp image when idle. Now the big question: is it running smoothly/at all on your machine? Try it here!
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@kishimisu
kishimisu
1 year
This week I started working on a small game as a playground to experiment with 2D global illumination. It runs on browsers using webgl2 and #glsl shaders, I'll publish a demo once I've made a better level editor! I aim to add more mechanics that play with lighting and colors
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@kishimisu
kishimisu
1 year
Chromatic Descent, 404 chars #つぶやきGLSL for(vec3 p, f=vec3(1,1,.2); i++<6e1&&d>t/2e2; p=t*normalize(vec3(u*r(k*3.) R.y)), p.zy*=r(sin(t)) p.xz*=r(sin(t)) p.z +=k*.5, O=.8*(.8+cos(length(floor(p*5.)) /3.+k+.7*vec4(0,1,2,0)))/exp(t/7.)) Real-time code:
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@kishimisu
kishimisu
11 months
No, this isn't some sort of abstract galaxy renderer. Just the result of a bug I encountered while tweaking my 3D gaussian splat viewer (it's supposed to be a room!) Computer graphics bugs are definitely the most entertaining to face
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@kishimisu
kishimisu
1 year
p=t*normalize(vec4((F+F-R)/R.y,1,0));p.z-=2.;p.zx*=r(p.xz);p.yx*=r(p.xy); a+=S(.02,.0,length(p.yz)-.05)*S(1.,.0,length(p)-1.)*(1.+cos(k+k+t+t+vec4(0,1,2,0))); t+=d=min(max(length(p)-1.,.05-length(p.yz)),.1+texture(iChannel0,F/1024.).r*.06)); #つぶやきGLSL
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@kishimisu
kishimisu
11 months
I'm currently porting my WebGL Gaussian Splat renderer to #webgpu to try and improve the performance. I rendered the exact same scene containing 1.1M splats, with WebGL on the left & WebGPU on the right. For this particular test I observed a 6-10 fps increase!
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@kishimisu
kishimisu
3 months
Voyager, #つぶやきGLSL An audio-reactive animation written in 426 characters of fragment shaders. Code:
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@kishimisu
kishimisu
1 year
I've implemented a CNN that predicts handwritten characters with which you can play the hangman game Still fully using #glsl fragment shaders! You can switch the display mode to see the neural network in action Try it yourself!
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@kishimisu
kishimisu
2 years
212 chars #つぶやきGLSL for(float i=0.,t=iTime;i<150.;O+=.2/abs(length(1.3*(F+F-r)/r.y+vec2(cos(i*.4*sin(t*.02)),sin(i+t)))/.01 +cos(t)-1.5)*(cos(i+++vec4(0,1,2,0))+1.)); Live demo: #GLSL
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@kishimisu
kishimisu
8 months
"Wired", procedurally rendered in 497 chars of #glsl code
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@kishimisu
kishimisu
2 months
A tribute to my first console as a #glsl shader Released in 1994, rendered in 1994 characters Code:
Tweet media one
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@kishimisu
kishimisu
1 year
"Elevator to infinity", a procedural 3D scene created exclusively with #glsl code. Runs in real-time on browser!
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@kishimisu
kishimisu
2 years
Merry Christmas! (256 chars) #つぶやきGLSL for (float i=0.,y,t=iTime*.04;i<150.;O+= .05/abs(length(1.3*(F+F-r)/r.y+vec2(cos(i*4.+t*40.)*(y*.5+.5),y)*(1.+sin(y*10.)*.2))/.01+cos(t+i)-1.)*(y+3.)*(cos(i++/2.+vec4(4,1,6,0))+1.))y=sin(i*.1+t); @
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@kishimisu
kishimisu
1 year
This past month I've been working on creating a personal website/portofolio to showcase my tutorials, experiments and artworks. I've used Next.js, tailwindcss, Stripe, and as usual all the animations are running using webgl shaders! Feedback is welcome:
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@kishimisu
kishimisu
9 months
I'm making faster progress than expected porting my WebGL puzzle game to Unity and C#. Hopefully I'll be able to build it for WebGL so you can still try the beta versions before the official release on mobile stores! If you missed the prototype:
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@kishimisu
kishimisu
11 months
You can now upload your own .ply files in my web Gaussian Splatting viewer! I've also added a raycast algorithm to detect which splat is clicked on screen. You can use it to set 3 points and define a plane (ground) to orientate your camera upwards.
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@kishimisu
kishimisu
1 year
🔊 I've turned my real-time shader into a music visualizer! Would you enjoy seeing such visuals in festivals or clubs? See it live (if your GPU can handle it!)
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@kishimisu
kishimisu
1 year
#つぶやきGLSL for(float i=0.;i++<3e2&& .15+length(d=floor(p*.5))*.001-smoothstep(6.,0.,length(d.xy))<n(d*.1);q=abs(1./r)-(mod(p,2.)-1.)/r,p+=(min(min(q.x,q.y),q.z)+.01)*r); O=(.9+cos(length(p)*.1+n(d)+vec4(0,1,2,0))) /exp(.006*length(p)); Real-time:
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@kishimisu
kishimisu
4 months
My take at @AkiyoshiKitaoka 's lightness optical illusion, using GLSL shaders. The two faces are the same color! Code:
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@kishimisu
kishimisu
2 years
Geometric Aura, playing around with signed distance fields, chromatic aberration, manhattan distance and glow Made using #glsl code
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@kishimisu
kishimisu
2 years
296 chars #つぶやきGLSL "energy field" u=abs(u)*1.5*r(length(u)*cos(t)+t);for(O*=i;i++<50.;O+=.004/length(u-vec2(clamp(u.x,0.,1.),0.))*(.2+length(u))*(cos(i+vec4(0,1,2,0))+1.))u*=r(-1.+cos(t*.25)*.05);
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@kishimisu
kishimisu
9 months
I'm toying with a new mechanic for my puzzle game! Instead of moving the light sources, some walls are now dynamic and can affect the lights & shadows casted in the scene. I've added 10 new levels that play around this idea:
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@kishimisu
kishimisu
3 months
@sbalhatlani Thanks for your message, it means a lot! This won’t discourage me, I love creating shaders too much :)
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@kishimisu
kishimisu
1 year
Felt like my raymarching scene was missing some lighting, so I've added an infinite amount of lights and it looks less empty now! Made in 200 lines of code:
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@kishimisu
kishimisu
2 years
Higher Pulse, animated loop written in #glsl code
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@kishimisu
kishimisu
1 year
Ok I realize that I might have made the game way too hard! Just spent 18 minutes trying to clear this level made by @ZachSaucier , it's way more complicated than it looks! Any tip/resource to improve the movement mechanics? Try the level!
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@kishimisu
kishimisu
2 years
262 chars #つぶやきGLSL vec2 r=iResolution.xy,u=(F+F-r)/r.y;O.rgb*=0.;for(float i;i<20.;O.rgb+=.004/(abs(length(u*u)-i*.04)+.005)*(cos(i+vec3(0,1,2))+1.)*smoothstep(.35,.4,abs(abs(mod(iTime,2.)-i*.1)-1.)))u*=mat2(cos((iTime+i++)*.03+vec4(0,33,11,0))); @
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@kishimisu
kishimisu
2 years
I made a shader that displays its own code (kind of)! This is just for fun, I could write an entire article about how impractical this is for any real-case use 75+ defines were needed to achieve this, behind the code: #creativecoding #glsl
Tweet media one
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@kishimisu
kishimisu
2 years
Dancing Dots - 229 chars #つぶやきGLSL for(O*=i;i<8.;i+=.05)u*=mat2(cos(2.5+vec4(0,33,11,0))),O+=pow(.01/length(u/r.y/.3+sin(i+vec2(iTime*.5,iTime+1.6)))*(cos(i*6.+vec4(0,1,2,0))+1.),O-O+1.45); Live version: #creativecoding #glsl
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@kishimisu
kishimisu
2 years
Rainbow Spiral - 226 chars #つぶやきGLSL float i=.3,l=length(F+=F-r)/r.y+i,t=iTime;for(O*= 0.;i<12.;O+=length(min(r.y/abs(F),r))/3e2*(cos(++t+i+vec4(0,1,2,0))*l+l))F*=mat2(cos(l*.2-i++*--t/1e2+vec4(0,33,11,0))); live demo: #GLSL
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@kishimisu
kishimisu
1 year
"Clarity", procedural animation written in #glsl code
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@kishimisu
kishimisu
1 year
Playing with neon colors in 260 chars #つぶやきGLSL u=abs(u)*(sin(t)*.25+1.)*3.; for(O*=i;i<40.;O+=.003/abs(abs(u.x+sin(u.y*2.+i*.1)*.5)+abs(u.y)-sin(t+i*.3+sin(t*.5))*.5-sin(t)*.75-1.55)*(cos(i++*.6+vec4(0,1,2,0))+1.));
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@kishimisu
kishimisu
1 year
Is it going forward or backward ? Made with the power of raymarching and #glsl code
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@kishimisu
kishimisu
1 year
For speedrun enthusiasts, I've added a leaderboard to my browser game so you can defend your time in addition to creating your own levels! Here's a demo of me obtaining the WR on a very vicious level made by @copyspaghetti Try to claim the 1st place!
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@kishimisu
kishimisu
2 years
345 chars #つぶやきGLSL for(a=0.;a<2e2&&t>.001;a++){vec3 p=r*vec3(i*.35+.05,1);p.xy*=mat2(cos(-r*.07+vec4(0,33,11,0)));p.z+=iTime*.6;p=abs(fract(p)-.5);r+=t=(p.x+p.y+p.z-.12)*.6;}O.rgb=mix(.7-vec3(r*r*2e-4),1.5*cos(r*(vec3(5.7,5.76,5.82)+length(i))),exp(-r*.07)*(1.2-length(i)));
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@kishimisu
kishimisu
2 years
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@kishimisu
kishimisu
2 years
Electric Mesh - 199 chars #つぶやきGLSL void mainImage(out vec4 O, vec2 u) { u = abs(u+u-(O.xy=iResolution.xy))/O.y; O *= 0.; for (float i = 0., t = iTime*.5; i < 46.; O += .002/ abs(abs(u.x-sin(t+i*.17)*.7)+u.y-sin(t+i*.1)*.6) *(cos(i+++vec4(0,1,2,0))+1.2)); } #glsl #mathart
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@kishimisu
kishimisu
2 years
Spirality (248 chars) #つぶやきGLSL for (O*=i; i++ < 1e2; O += pow(.005/length(u/r.y+i*(sin(iTime)*.5+.5)*.007 -.7)*(cos(.1*i+vec4(0,1,2,0))+1.), O-O+1.3)) u *= mat2(cos(vec4(0,33,11,0) + (i < 2. ? iTime : sin(iTime/4.)*.1+.9))); Live shader: #GLSL
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@kishimisu
kishimisu
4 months
If you're looking for a faster way to sort integers on the web, I've just implemented the paper "Fast 4-way parallel radix sort on GPUs" It uses the modern WebGPU API and WGSL compute shaders. I saw amazing results in my upcoming gaussian splat renderer!
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@kishimisu
kishimisu
2 years
Chasing souls #つぶやきGLSL float l, o, v, e = iTime*.5;for(O*=v=0.;v<120.;l=sin(o=v+e+abs(sin(e-v))),O+=pow(.0025/length(u/r.y/.6+vec2(l*l*l,cos(o*4.)*.07+cos(o*3.)/7.+cos(o+o)*.3-cos(o)))*(cos(v+v+++vec4(7,6,4,0))+1.),O-O+1.1))u*=1.001+cos(e)*.001; @
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@kishimisu
kishimisu
3 years
The joy of hitting « randomize » and getting amazed by the result #creativecoding #glsl #genart #generativeart
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@kishimisu
kishimisu
2 years
Solstice, a perfect loop made with #glsl code #creativecode #computerart
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@kishimisu
kishimisu
2 years
"The Core" (440 chars) Written using #glsl and raymarching. Live demo & code: #つぶやきGLSL
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@kishimisu
kishimisu
2 years
Portal to the 4th dimension Written using #glsl code
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@kishimisu
kishimisu
2 years
Chromatic aberration on a simplex noise field #generativeart #glsl #creativecoding
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@kishimisu
kishimisu
2 years
For my personal projects I've been working on an advanced web GLSL shader editor featuring: - uniform synchronisation with a GUI - optimized timeline for perfect loops - live recompilation & error checking - responsive dimensions - mp4/gif export I plan to make it available soon!
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@kishimisu
kishimisu
2 years
342 chars #つぶやきGLSL "Magnetic" u=abs(u)*1.2*r(length(u)*cos(t)+t+sin(length(u*4.)+t)); for(O*=i;i++<40.;O+=.004/length(u-vec2(clamp(u.x,0.,1.),0.)+pow(sin(t)*.5+.5,4.)*.02)*(.15+length(u))*(cos(i+vec4(0,1,2,0))+1.)) u*=r(-.2+cos(t*.25)*.05);
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@kishimisu
kishimisu
2 years
Fiddling with a new color palette - how should I name this one ? This is a preview of my upcoming audio-reactive generative collection, soon on #Cardano #generativeart #CardanoNFT #CardanoCommunity
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@kishimisu
kishimisu
2 years
I used yesterday's palette with another color distribution, it gives yet another feeling to the artwork! "Floral Abstraction", coming soon on #Cardano #creativecoding #CardanoNFT #CNFT #CNFTCommunity
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@kishimisu
kishimisu
2 years
Playing around with truchet patterns in #glsl #genartclub #creativecoding #digitalart
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@kishimisu
kishimisu
2 years
Pink neons, pose detection, fire simulation - it's really satisfying when everything's coming together #Blender3d #blendercommunity #genart #creativecodeart
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@kishimisu
kishimisu
2 years
The code for this animation originally fits in 458 characters but was reduced to 399 chars by @XorDev ’s amazing optimization techniques! Check out the code:
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@kishimisu
kishimisu
2 years
« extradimensional » This animation is made with only a few lines of #glsl code that I showcased in the answers of this tweet! It spells « golfing » as a reference to code golfing, which consists in writing minimalist yet cool shaders! #creativecoding
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@kishimisu
kishimisu
2 years
"higher dimensional", using #glsl and maths to create inspiring visuals #creativecoding #genartclub #computerart
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@kishimisu
kishimisu
2 years
« Fragments » Playing with chromatic aberration using #glsl shaders #creativecode #mathart
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@kishimisu
kishimisu
2 years
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@kishimisu
kishimisu
4 months
I've updated my WebGPU radix sort demo and published it on npm as my very first package! It can be useful for sorting large buffers exclusively on the GPU and in real-time. I packaged it using Rollup to support CommonJS, ES modules and <script> tags:
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@kishimisu
kishimisu
2 years
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@kishimisu
kishimisu
2 years
Painting lovely symmetric patterns using my #webgpu fluid simulation with high velocity diffusion and vorticity. #creativecoding #computerart #fluidart
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@kishimisu
kishimisu
2 years
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@kishimisu
kishimisu
2 years
« Deeper System » Playing with #raymarching and neon ligths in 465 chars of #glsl code! Live version: #proceduralart #creativecode
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@kishimisu
kishimisu
2 years
Third official palette named "Corals" In the next days I'll try to post videos with sound so we can see them react and move to audio - not sure if I'll be able to keep the perfect loop though Coming soon on #Cardano #generativeart #CNFTCommunity #CNFTart
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@kishimisu
kishimisu
2 years
I've coded my second procedural scene! This is rendered using #glsl fragment shaders in ~370 lines of code. Each pixel's color is calculated using mathematics, linear algebra and #raymarching Live demo & code : #shader #artxcode #creativecoding #genart
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@kishimisu
kishimisu
2 years
« Abstract Hyperdrive » - made using #glsl #genart #shaders #creativecoding
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@kishimisu
kishimisu
2 years
I've implemented separate buffer dimensions for the simulation and the dye/coloring part, this way I can increase the canvas res without affecting the simulation & calculations speed. Here the fluid simulation is on a 512x512 grid while the output canvas is 2048x2048 ! #webgpu
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