Alternatives
Products that do what Transform-ER does
Procedural meshless 3D morphing at stable 60 FPS on GPU
- 1IV
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
- 2SA
I'm the co-creator and maintainer of https://aframe.io/ and long time Web 3D graphics dev. Super excited about new techniques to author / render / represent 3D. Spark is a an open source library to easily integrate Gaussian splats in your THREE.js scene I worked with some friends and I hope you find useful. Looking forward to hearing what features / rendering techniques you would love to see next.
2025 · sparkjs.dev
- 3RT
2023 · antimatter15.com
- 4SM
It's been closed source for a long time while I worked on it on and off as a hobby research project, but yesterday the repo was made public for the first time under the MPL 2.0 license. A feature reel showing its capabilities can be found here: https://ktstephano.github.io/rendering/stratusgfx/feature_re... A technical breakdown of a single frame can be found here: https://ktstephano.github.io/rendering/stratusgfx/frame_anal... It's still in a very beta state (bugs and instability expected), but I felt like it was a good time to make it…
2023 · github.com
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2025 · seve.blog
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- 9PV
2016 · guillaumechereau.github.io
- 10PG
2020 · github.com
- 11PB
2018 · pbr-book.org
- 12VR
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
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- 141A
We added a new feature to our open-source HTML5 game engine today that allows you to create Sprite GPU Layers. These pack together simple JS object definitions onto the GPU and renders them using a custom vertex shader. This skips all CPU computation and GPU upload operations, resulting in vastly increased performance. For objects that don't need to be updated by input, physics, or other interactive behaviors, we found it to be a great solution. In testing, we've easily managed to blast millions of sprites around on moderate desktop-grade GPUs. Indeed, we hit the fill rate limitation of the…
2025 · phaser.io
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Jun 2026 · github.com
- 17RT
I ported Microsoft's TRELLIS.2 (4B parameter image-to-3D model) to run on Apple Silicon via PyTorch MPS. The original requires CUDA with flash_attn, nvdiffrast, and custom sparse convolution kernels: none of which work on Mac. I replaced the CUDA-specific ops with pure-PyTorch alternatives: a gather-scatter sparse 3D convolution, SDPA attention for sparse transformers, and a Python-based mesh extraction replacing CUDA hashmap operations. Total changes are a few hundred lines across 9 files. Generates ~400K vertex meshes from single photos in about 3.5 minutes on M4 Pro (24GB). Not as fast as…
Apr 2026 · github.com
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- 19FP
2020 · affectionate-minsky-072f4c.netlify.com
- 20IW
Jun 2026 · github.com
- 21PE
2018 · github.com
- 22GS
I was playing with this for a few weeks over the holiday break. This is one of the GS3D sample scenes running on PCVR at about 65 FPS. I'm sorting on the CPU at the moment, so there are some hitches, but it works! I may publish this as a Unity asset. (I'd love to get it working on Vision Pro, but we'll see.)
2024 · youtube.com
- 23GA
2015 · github.com
- 24OS
2019 · partow.net
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