多边形碎纸机
Polygon Shredder,Jaume Sanchez (spite),2016 年

正在布展…
它是怎么做的
- 第 1 步粒子位置在纹理中,用 curl noise(旋度噪声)驱动,保证无散度的流动
- 第 2 步每个粒子是实例化的小立方体,朝向由速度方向决定
- 第 3 步粒子投射阴影,用自定义深度材质渲染阴影贴图
- 第 4 步粒子寿命结束后回到发射球体重新开始
复刻配方
一段技术配方,可以直接交给 AI 编程助手,也可以自己照着写。想指定技术栈、位置和性能预算,就把它加入实现方案。
Run a GPGPU simulation where each texel holds a particle position and life; advect positions by the curl of a 3D simplex noise field so the motion swirls without clumping. Draw an InstancedBufferGeometry of tiny boxes, looking up each instance's position from the simulation texture in the vertex shader and orienting it along the velocity derived from current minus previous position. Render a depth pass with the same vertex logic for shadow mapping. Respawn particles on a sphere when their life expires.


