GPU lab / Six experiments
Experiments
in light & motion.
These studies run in real time through WebGPU on supported devices. They started as vgpu examples from Vercel Labs, and I re-tuned the lighting and palette to match the rest of this site. Open one to explore it. A still image keeps each study available when live rendering is unavailable.

Relativistic ray traversal baked once into a G-buffer, then re-shaded every frame so the disk can move without paying for the geodesics again.
Move to orbit
A beveled glass tetrahedron holding a morphing fractal mesh and a liquid orb, lit by screen-space transmission and a studio environment map.
Move to tilt
A Phillips spectrum evolves in frequency space and a radix-2 inverse FFT turns it into a displacement field the sea rides, with per-pixel normals and foam.
Drag to orbit
The same inverse FFT, but half a million particles ride the displacement instead of a surface, through an HDR bloom chain.
Watch
Two-dimensional global illumination: a jump-flooded distance field feeds six cascades of radiance, merged top-down so light you draw actually bounces.
Drag to paint light
Seventy-two emitters around a triangle, ray-cast onto the floor so the light falls off the way real LEDs do rather than as a blurred sprite.
Move to light the edges
Built on vgpu by Vercel Labs · MITvgpu.sh