After a lot of work, experimentation, and some very early mornings, my new portfolio is live.
This was an opportunity to step away from client work, explore new directions, push the boundaries of what’s possible with technology.

After a lot of work, experimentation, and some very early mornings, my new portfolio is live.
This was an opportunity to step away from client work, explore new directions, push the boundaries of what’s possible with technology.
Spent the past month brushing up on my 3D skills while building my personal portfolio, and here's how it finally turned out!
Give it a spin!
🔗 priyal-khatri-theta.vercel.app
@threejsresources.bsky.social
@blender.org
Hi folks. Time series support will be available in Kiln soon.
Small preview below.
Cheers
#WebGPU #OME-Zarr #VolumeRendering
Everything in this video is rendered in real time, by an engine that runs in your web browser. Meet Æther. Coming soon to stowaway.live 🌍
#windowseat #3d #space #aviation #webgpu #earth
This was done entirely in fragment shader.
Only reason to use vertex shader was to overlay only triangle over the screen, and it's the whole canvas where we render the scene that you see in the video.
Monitoring job sites in 3D usually means clunky software and heavy point clouds.
We captured a construction site in Brno with MapTiler #GeoSplats to show how teams can stream photorealistic site progress in a browser without lag.
Link in first reply ⤵️
Dev Diary 4, 'Understory'. What good is procedurally generated planet with nothing in it? The logical first step seemed to be vegetation and rocks. So looked at how to create those systems in the game as well as a tool that generates the art assets themselves #webgpu #typescript
Multichannel rendering in Kiln v0.4.1 beta.
This is a fruit fly brain. Unlike the ones currently all over your feed, it doesn't play Beat Saber.
It just sits there, streamed from OME-Zarr in native WebGPU and rendered at full 16-bit precision across four fluorescence channels.
#OME-Zarr #WebGPU
ブラウザ上でコーネルボックスを自由に調整して
WebGPUでリアルタイムにパストレーシングできる
無料Webアプリ
「Cornell Box Lab v1.0 Beta」公開!
もともと vgpuを使った
バイブコーディングの実験として作り始めたもので
公開練習も兼ねて形にしてみました
cornellbox.3dnchu.com
Dreamcast classic "Phantasy Star Online" gets an unauthorized rebuild in web browsers!
It supports 60fps, controller compatibility, online multiplayer for up to 4 players, and can be played from PCs, smartphones, or consoles
[WIP] Back in Three.js digging into TSL for WebGPU.
Same real elevation data as my bot @reliefbot.bsky.social, now rendered as a 3D scanline relief to play with HUD overlays. Using MeshLine lib by @makio64.bsky.social for the lines and it just works. More soon!
In 1991, you needed a Silicon Graphics workstation. Today, a browser tab is enough.
The T-1000 in Terminator 2. The faces in Black or White. Morphing helped define ’90s visual effects.
#WebGPU #WebCodecs #CreativeCoding #WebDevelopment #Freelance
🇫🇷 TWO DAYS. The workshops are already kicking off, Paris is warming up, and the very first Three.js Conference is almost here! 🎉
As the party is about to begin, Filip Kantedal takes us behind the scenes of an experiment created at Shader: tympanus.net/codrops/2026...
Still lots to do, but got ~27k out of ~30k orbital objects propagating in real-time inside the browser. Praise #webgpu and compute shaders.