GPGPU Particles

This project uses a ping-pong framebuffer (FBO) simulation pipeline in WebGL + Three.js, where particle positions are updated each frame in custom GLSL shaders using curl-noise motion. The result is a smooth, organic, real-time effect with interactive camera control and live parameter tuning for frequency, amplitude, and max-distance behavior.

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The project is visually impressive and technically solid, but it can feel a bit inaccessible. Most viewers might not understand the ping-pong FBO or curl-noise mechanics, so it risks coming across as more of a flashy demo than something with practical use. A small critique would be that some interactive guidance or context could make it easier for newcomers to appreciate what’s really going on.

This is not a tutorial is just an experiment that I did.

There are many practical use cases like this. One that won site of the year using the curl noise and more advanced particles system…

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