Set of experiments and extensions to THREE.js. These pages are a sandbox of examples and not necessarily ready to include in projects and may require some work to properly and performantly integrate.
If any classes are used in a project or application credit is appreciated (though not required) and let me know! I love seeing my work used in practice.
- Deferred Renderer
 - TRAA, non float buffer on volume-lights (see playdead implementation, article by Alex Tardif)
 - use GLSL syntax parser for debugger
 - VXGI
 - Subsurface Scattering
 - SSDO
 - Stochastic transparency
 - Glossly refraction post effect (based on overlap, depth?)
 - Glint shader (https://twitter.com/xavierchermain/status/1305443303819800579)
 - Immediate-mode style global (or imported) tool that lets you draw debug widgets easily
 - Bent normals generator
 - Screen space shadows
 - Provide helper for depth peeling renders
- Based on translucent material demo.
 
 - Gem shader
 - Texture atlaser for mesh optimization
 - Screen Space Global Illumination
 - Triangle draw order reorganizer for transparency / overdraw
 - Temporal volume lights but with per-fragment jitter
 
Next
- Half Edge data structure
 - GPU particles
 - Curl noise