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At Groove Jones, our very own Faraz Shaikh leveraged deferred rendering in WebGL to calculate numerous light sources without incurring significant performance costs. WebGL2’s Multiple Render Target (MRT) feature is used to populate the GBuffer in a singular pass. We then employ PBR shading to enhance the realism of our 3D scenes and maximize immersion. The shading is done through state-of-the-art BRDFs such as the Cook-Torrance BRDF function which is also used in leading game engines like Unreal and Unity. Just some of the many ways we are making magic happen through WebGL 😎 #GrooveJones #webgl #creativecoding #threejsJourney

Dan Ferguson

Founder of Groove Jones | Inspiring Next-Gen WebGL/AI/AR/MR/VR/Spatial Computing and Emerging-Tech Solutions for Marketing and Education | Speaker | Awards Judge

3mo

We are loving WebGL.

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