Renaud
@onirenaud
CTO @utsuboco 🇯🇵🇫🇷 WebGPU @threejs
✨I've launched my GitHub Sponsors page! Focusing on #threejs WebGL2/WebGPU integration, advancing tools like stats-gl, r3f-perf, react-three-next & more! 🐙Sponsor: github.com/sponsors/Renau… Deeply appreciate your support, it empowers more time for these exciting projects. ❤️
Started implementing the feedbacks of the design team for the mini-world aesthetic. We’ve got another pass lined up for tomorrow, but it’s already shaping up well! Any early thoughts on what could be improved? Should I animate the clouds and birds, or is that too much?
Working on the final rendering details of my fluid simulation. This is just the AO and shadow pass in grayscale, sometimes stripping it down shows the most. #WebGPU #threejs
Compute of tier1 and 2 storage textures including rgba32float with read-write access has been merged to WebGPU! github.com/gpuweb/gpuweb/…
Most of my threejs postprocessing is now in compute shaders using storage textures. But being limited to only red channel for read-write is painful. That’s why the storage-texture-format-tier1 (RGBA!) proposal is so exciting, true read-write means no more ping-pong tricks! 🥳
Today's update: Created new background assets using AI and Blender, rendered with the same system driving the fluid sim particles. It adds a lot more depth to the scene and finally makes the Hokusai influence clear. Still some work left on colors and lighting… tomorrow!

I'm exploring a PBR style for my WebGPU fluid simulation, leaning into a mini-world aesthetic. After user testing, I’ve decided to drop Leap Motion and opted for optical flow from Kinect Depth Key Sensor for the interaction. I’ll be sharing more progress in the coming days.
Firefox on Windows is getting WebGPU support next week! It’s still catching up a bit on performance and features, but the core benefits are there. With Chrome, Safari, and now Firefox onboard, WebGPU is officially mainstream. More: mozillagfx.wordpress.com/2025/07/15/shi…
Did some tests for the World Expo last weekend. Everything went smoothly except we forgot the TV was 80kg when it came time to mount it. 😅

Just upgraded my WebGPU interaction with wide FOV at 30 FPS and 16-bit depth unpacking. Optical flow now properly aligns with physical space and respects directional cues. Can't wait to push this interaction model further with new experiments!
Experimenting with optical flow on Kinect input to drive real-time fluid dynamics in WebGPU. #threejs
Can we start a movement to bring back the Kinect? I’ve been playing with it in WebGPU and… it’s ridiculously good. #threejs
Ever wondered how the fishermen in Hokusai’s Great Wave felt? I recreated this interactive scene in WebGPU, and let’s just say, from the inside, it’s far less poetic. Those poor guys were just holding on for dear life.😂
Almost done with the interaction of my WebGPU fluid simulation! After testing BVH geometry and marching cubes with compute shaders, I chose raymarching for hands interaction & rendering. It adapts well with MLS-MPM and enables precise interaction in real-time for <2ms. #threejs
Draft render from last week, built with Three.js Shading Language and WebGPU, using hash noise and afterimage passes in Post Process. It's not making the final cut (too noisy for interactive use), but I liked the Ghibli-esque vibe enough to share it here.
First test of WebGPU fluid sim + Leap Motion for hand interaction and I'm pretty sold. Started with Mediapipe, but it tanked FPS and lost tracking often. Leap Motion is much smoother and more reliable. Using simple capsules for now, working on better palm support.
We back in business Claude, next prompt: “Read this paper on AVBD and implement it using WebGPURenderer from Three.js. Use webgpu_compute_particles_fluid.html as a starting point."
Impressive flex from the University of Utah: Augmented Vertex Block Descent (AVBD) «Vertex Block Descent is a fast physics-based simulation method that is unconditionally stable, highly parallelizable, and capable of converging to the implicit Euler solution»
Safari enabling WebGPU by default… starting tomorrow? 👀 #WWDC25
Integrated unified spray, foam, and bubbles into my fluid simulation. Runs in real-time with WebGPU, Three.js, and over 1 million particles!