DIGISIM.OBSERVATORY · 类别 08 — render
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类别 08 · render

浏览器 GPU 真正能做到的。

一场纯粹渲染实力的展示:可以飞入其中的分形、被搅动成星系的百万粒子、自组织的流体与黏菌网络、程序生成的行星以及路径追踪的光线——每一项都在 GPU 上实时求解,逐帧呈现,就在页面之中。

应用实时运行 0
设计中 0
开放于 05·28
REND-001 · 已建成 就绪
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Wormhole

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.

renderrelativityspacetime
2026-06-04 /render/wormhole
本板块内 · 10 个应用
REND-002 就绪
Raymarched Worlds

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.

render /render/raymarched-worlds
REND-003 就绪
Quaternion Julia

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.

render /render/quaternion-julia
REND-004 就绪
Nebula Forge

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.

render /render/nebula
REND-005 就绪
Menger Voyager

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.

render /render/menger-voyager
REND-006 就绪
Mandelbrot Voyager

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.

render /render/mandelbrot
REND-007 就绪
GPU Fluid

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.

render /render/gpu-fluid
REND-008 就绪
Caustics

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.

render /render/caustics
REND-009 就绪
Black Hole

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.

render /render/black-hole
REND-010 就绪
四维多胞体

一个穿越第四维度旋转的超立方体。两个独立的四维旋转平面使超立方体转动,再由透视投影将其阴影投射到三维——棱边按其在 w 轴上的深度着色。

3d /render/polytope-4d
REND-011 就绪
Mandelbulb 漫游者

实时光线步进渲染的 Mandelbulb——这个三维分形在每一帧都通过距离估计求解。围绕它旋转、放大查看表面细节,并实时变换它的幂指数。

3d /render/mandelbulb-voyager
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