純粋なレンダリング性能のショーケースです。飛び込めるフラクタル、銀河へと渦巻く百万のパーティクル、自己組織化する流体や粘菌ネットワーク、プロシージャルな惑星、そしてパストレーシングの光——そのどれもが GPU 上でフレームごとにライブで解かれ、ページの中で動きます。
Fly toward an Ellis–Morris-Thorne wormhole as a fragment shader integrates each photon through the curved throat — a lensed circular portal that warps two whole universes, one warm and one cool, into a single sky.
A fullscreen fragment shader ray-marches an endless signed-distance landscape — fBm noise terrain with atmospheric sky, soft shadows, and fog — that the camera flies through forever, morphing floating SDF columns in and out as you fly.
Ray-march a 4D quaternion Julia set sliced into 3D — the iteration q → q² + c sculpted into a gold-and-violet jewel that morphs as you push the fourth dimension through it, lit by soft shadows and ambient occlusion.
A fullscreen fragment shader raymarches a living cloud of fractal gas — drifting, domain-warped fBm lit by internal scattering and a glowing core — so the camera floats forever through a self-forging volumetric nebula painted across a deep cosmic palette.
An endless dive into a 3D Menger sponge — a fullscreen ray marcher folds an iterated box fractal in real time, lit by SDF soft shadows and ambient occlusion, with orbit-trap glow, drifting fog, and morph knobs for iterations, scale and fold that reshape the infinite cavern as you fall through it.
A WebGL2 fragment shader iterates z = z² + c per pixel with smooth continuous coloring, then lets you click-to-dive, scroll, and pan through the Mandelbrot set — or sit back as it auto-zooms forever into a glowing seahorse valley.
A real-time Eulerian fluid solver living entirely on the GPU — drag to stir glowing dye through swirling, curling currents as ping-pong float textures advect velocity, project out divergence, and confine vorticity sixty times a second.
The shimmering net of light on a pool floor, solved live: sunlight refracts through an animated water surface of summed Gerstner waves, and a per-pixel ray Jacobian focuses neighbouring rays into the bright, restless caustic web — with godray shafts and a wavy surface tint over a tinted floor.
Ray-trace light bending around a Schwarzschild black hole — a Doppler-beamed accretion disk, a bright photon ring, and a gravitationally lensed starfield, all on the GPU.
第四次元を通って回転するテッセラクトです。2 つの独立した 4D 回転平面が超立方体を回し、透視投影がその影を 3D へ落とし込みます——稜線は w 方向の深さで色付けされます。
レイマーチングによるリアルタイムの Mandelbulb——距離推定でフレームごとに解かれる 3D フラクタルです。周回し、表面のディテールへズームし、べき乗の指数をライブで変化させられます。