I am a creative frontend developer, I specialise in React, GLSL, postprocessing and R3F. I love to experiment with code and deal with complex topics.
In this study, we present a novel method for spatial clustering of colors in star maps and cell images, utilizing concave hulls and adaptive threshold techniques. By applying these advanced geometric and color segmentation methods, we achieve more accurate clustering of color regions, particularly in complex visual data. This approach enhances the precision of pattern recognition in both astronomical and biological imaging, offering new possibilities for detailed analysis and interpretation.
A simple and straight forward way to merge a decal Geometry with a buffer geometry and visualise the vertices.
A novel approach for edge detection in Three. Using shapes, shape geometreis and concave hulls to define edges and then pass then to a shader material, where you can create a color gradient.
Subdividing vertices on a cube geometry in THREE. Allowing for more detail in the vertex structure of a geometry. In depth description of the process to create a subdividing workflow like this.
A water ripple Effect on a HTML like world using postprocessing, an effect composer and R3F.
A round up of some of the most interesting sources for learning and / or developing your advanced skills in shaders, webgl, R3F and 3D. Taking alook at the observerable, shadertoy and JSfiddle websites.