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speedscope - Interactive Flamegraph Explorer An edited version of this post was written for Mozilla Hacks: Cross-language Performance Profile Exploration with speedscope. For the past 9 months, I’ve been working on speedscope: a fast, interactive, web-based viewer for large performance profiles. You can use it live at www.speedscope.app, and read the code on GitHub at jlfwong/speedscope. It’s insp
Color: From Hexcodes to Eyeballs This post is also available in Russian: Цвет: от шестнадцатеричных кодов до глаза, and Japanese: 色:ヘキサコードから眼球まで. Why do we perceive background-color: #9B51E0 as this particular purple? This is one of those questions where I thought I’d known the answer for a long time, but as I inspected my understanding, I realized there were pretty significant gaps. Through an ex
Ray Marching and Signed Distance Functions I’ve always been fascinated by demoscenes: short, real-time generated audiovisual demos, usually in very, very small executables. This one, by an artist named “reptile”, comes from a 4KB compiled executable. No external assets (images, sound clips, etc.) are used – it’s all in that 4KB. To get a intuitive grip on how small 4KB is, a 1080p video that this
Bezier Curves from the Ground Up This post is also available in Japanese: 一から学ぶベジェ曲線. How do you describe a straight line segment? We might think about a line segment in terms of its endpoints. Let’s call those endpoints \( P_0 \) and \( P_1 \). P0 P1 To define the line segment rigorously, we might say “the set of all points along the line through \( P_0 \) and \( P_1 \) which lie between \( P_0 \
Fluid Simulation (with WebGL demo) Click and drag to change the fluid flow. Double click to reset. Note: The demos in this post rely on WebGL features that might not be implemented in mobile browsers. About a year and a half ago, I had a passing interest in trying to figure out how to make a fluid simulation. At the time, it felt just a bit out of my reach, requiring knowledge of shaders, vector c
Metaballs and WebGL I’m back to learning graphics! A lot of interesting simulation and rendering work takes place on the GPU, and I didn’t have much experience doing that, so I figured I’d try to get metaballs rendering on the GPU. This time, instead of using the marching squares algorithm, we’ll leverage the GPU to compute every pixel in parallel! In this post, I’m going to walk through the steps
Metaballs and Marching Squares Click any of the animations to pause Something about making visually interesting simulations to play with just gets me really excited about programming, particularly when there’s some cool algorithm or bit of math backing it. Reading a bit about particle simulations on Wikipedia, I stumbled upon metaballs. In 3D, metaballs looks something like this: From Metaballs on
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