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David Li Profile
David Li

@daviddotli

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http://t.co/mIuUL86wJF

London, England
Joined August 2014
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@daviddotli
David Li
6 years
Aw jeez...
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@daviddotli
David Li
5 years
Choir for [adult swim] - . Audio by @krighxz .
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@daviddotli
David Li
8 years
- Real-time particle-based 3D fluid simulation in #webgl (video: )
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@daviddotli
David Li
10 months
Be a bird-tuoso with Viola the Bird, an experiment I created for Google Arts & Culture:
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@daviddotli
David Li
5 years
For those curious, uses a neural network I trained on choral pieces to generate the harmonization for your melody (Bonus GIF: extra-wrinkly variation)
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@daviddotli
David Li
7 years
Fluid Paint - #webgl
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@daviddotli
David Li
8 years
- Ragdolls in a fluid sim for @adultswim . Pixel art by @IvanRDixon . #webgl
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@daviddotli
David Li
10 years
Playing with volumetric particles combined with skinned meshes. #webgl http://t.co/PhxnGJvrV5
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@daviddotli
David Li
6 years
@mrdoob @GPUaccelerated Yup, all code written from scratch! Emscripten and Heavy used though for compiling to WebAssembly/asm.js from C++ and Pure Data respectively. Store-bought MacBook πŸ˜…
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@daviddotli
David Li
10 years
Just pushed the code of all the current projects on http://t.co/N4Yq7YCVbC (flow, filtering, waves) to GitHub -
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@daviddotli
David Li
6 years
@BreannanSmith Spot on! Then running a higher res GPU simulation on the subdivided mesh for the wrinkles.
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@daviddotli
David Li
10 years
Adding translucency and absorption to screen space fluids. http://t.co/pDXAkPJADt
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@daviddotli
David Li
10 years
Quick breakdown of http://t.co/z0dYmOXC0Z for anyone interested: curl noise + half-angle slice rendering + incremental odd-even merge sort.
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@daviddotli
David Li
9 years
MIDI keyboard driven smoke simulation http://t.co/U2RJLPVCS5 http://t.co/pPNAcPoU93
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@daviddotli
David Li
10 months
Instrument design: @ugstuho Audio FX/mixing: @krighxz Backgrounds: @OlofStorm Production: @mynameispamela , Asheley Gao Arrangements: @cgmauleverer , @martinbatchelar Musicians: Ashok Klouda, Dave Larkin, Elizabeth Goble, Peter Wilson, Zhivko Georgiev
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@daviddotli
David Li
10 years
Interactive Fourier transform image filtering: http://t.co/OltSdnYIdB
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@daviddotli
David Li
10 years
Experimenting with screen space fluid rendering. http://t.co/iYm5wHumOj
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@daviddotli
David Li
8 years
@guycalledfrank It's essentially ambient occlusion volumes but using an analytic formula for occlusion from spheres instead of triangles.
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@daviddotli
David Li
8 years
@backspaces I use a small thing that abstracts away global WebGL state and supports bindless object manipulation -
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@daviddotli
David Li
8 years
@mark_lundin It's a GPU implementation of the PIC/FLIP method
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@daviddotli
David Li
8 years
@perspectivator @Flexi23 @adultswim @IvanRDixon @JustinRoiland Yes! Along with 69 other characters from various Adult Swim shows.
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@daviddotli
David Li
7 years
@rickyreusser @backspaces Similar motivations for sure, though I took a more minimal approach that attempts to closely mirror the WebGL API.
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@daviddotli
David Li
8 years
@growradio @mattdesl Not at the moment, but maybe in the near(ish) future!
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@daviddotli
David Li
10 years
@hector_arellano Based on point splatting, yeah. Render depths to a texture, bilateral filter, reconstruct position and normal, and shade.
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@daviddotli
David Li
10 years
@mrdoob @alteredq I think I've fixed it. Turns out I forgot to initialize some vectors to 0. Whoops.
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