Alternatives
Products that do what Real-time nonlinear optics simulation (JS/GLSL) does
- 1RT
2023 · antimatter15.com
- 2FT
2021 · static.laszlokorte.de
- 3VR
I've been going through Cem Yuksel's "Introduction to Computer Graphics" course and thought that writing a volume renderer would be a good way to test my knowledge. It is a common technique used to render 3D medical data. Works by ray marching a specific step size, reading a 3D texture (e.g. MRI data), and calculating opacity values. Code should be easy to get started with for anyone familiar with the JS ecosystem. Questions for the HN community: I spent 20-25% of the entire time just setting up the project and fighting issues with the JavaScript ecosystem. This experience has made me…
2024 · github.com
- 4AM
Hello HN! We’re a small creative studio specializing in real-time 3D experiences. Netlify approached us to design and build an interactive experience to celebrate reaching 5 million developers. Inspired by the classic game Marble Madness, we created a gamified experience where users control a ball through playful, interactive levels. The goal was to blend marketing content with the look and feel of a game to engage users. The app is built with Three.js [1], using our custom render pipeline and shaders, and uses Rapier for physics simulation [2]. The 2D content is overlaid on the WebGL view…
2024 · 5-million-devs.netlify.com
- 5WF
2016 · ghostinthecode.net
- 6JS
2015 · jdavidberger.github.io
- 7

- 8A2
2017 · htmlpreview.github.io
- 9

- 10IB
2022 · multiplanetary.website
- 11AS
2016 · erkaman.github.io
- 12CS
I made a GLSL shader that bends 3D space using a 4D hypersphere projection. The idea: 1. Project a model onto a 4D sphere 2. Rotate the sphere 3. Project the model back to 3D Code and details: https://github.com/bntre/CurvedSpaceShader Curious what you think.
2025 · github.com
- 13

- 14

- 15SC
2021 · blog.tonari.no
- 16IV
This is a GPU "software" raytracer (i.e. using manual ray-scene intersections and not RTX) written using the WebGPU API that renders glTF scenes. It supports many materials, textures, material & normal mapping, and heavily relies on multiple importance sampling to speed up convergence.
2024 · github.com
- 17G2
Back in the old days, people used to do general-purpose GPU programming by using shaders like GLSL. This is what inspired NVIDIA (and other companies) to eventually create CUDA (and friends). This is an implementation of GPT-2 using WebGL and shaders. Enjoy!
2025 · github.com
- 18IG
2019 · github.com
- 19MC
2015 · nikital.github.io
- 20MC
The latest 3Blue1Brown video [1] about the M. C. Escher print gallery effect inspired me to re-implement the effect as WebGL fragment shader on my own. [1]: https://www.youtube.com/watch?v=ldxFjLJ3rVY
Apr 2026 · static.laszlokorte.de
- 21AN
Three.js recently introduced TSL (Three.js Shading Language), a way to write shaders in pure JavaScript/TypeScript that compiles to both GLSL and WGSL. I built this editor to provide a visual interface for the tsl ecosystem. It allows developers to prototype shaders for WebGPU/WebGL and see the results in real-time. This is a beta release and I'm looking for feedback.
Jan 2026 · tsl-graph.xyz
- 22GN
2016 · graphicsjs.org
- 23PG
Hello HN! I'm the author of this toy project that combines the idea of live-edit Shadertoy scenes with the popular gaussian splatting, aka 3DGS. You can write a GLSL function that defines the splats and see it rendered in real-time. Your GLSL code isn't stored anywhere, but you can share it via URL. P.S. I'm not a Spark developer. I'm just using their rendering engine.
2025 · github.com
- 24

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