Most recent post · November 2015
SVG load with Service Worker
How to use Service Worker to optimise the loading of SVG assets in a page without altering coding methods
Can the new Google logo be 305b? · September 2015
Techniques and tricks learned while trying to recreate the new Google logo with SVG in 305 bytes (or less!)
Live WebGL Shader Editor · March 2015
Making of cru·ci·form · February 2015
Some details on how the project came to be, a bit of technical info and lessons learned on the process.
Android Lens Blur Depth Viewer · May 2014
Reading, decoding and rendering depth data from the new Android Lens Blur camera application.
Turn depth data back into 3D models..
Spherical Environment Mapping · April 2014
Creating nice lighting with a simple spherical mapping shader.
A step-by-step tutorial on how to create a matcap or litsphere material with GLSL and three.js.
Hooks for easier development · March 2014
This article aims to show how to use function augmentation via hooks to add behaviour that makes developing GLSL shaders a bit easier.
Loading sounds faster · September 2013
Loading sound files faster using Array Buffers and Web Audio API.
How to reduce the number of requests when your page has a lot of sound assets.
Web Audio Input and Windows · January 2013
Gettings Chrome's new Web Audio Input feature to work on Windows.
Vertex displacement with GLSL · December 2012
Vertex displacement with a noise function using GLSL and three.js
Split-flap display with CSS & JS · November 2012
The new site is live · November 2012
After several versions that never saw the light of the tubes, the newest and shiniest version of clicktorelease.com is live!
Light Orb | The Nexus Q Series · July 2012
Experiments with Perlin noise · June 2012
Experimenting with perlin noise in the vertex and fragment shaders, using WebGL with three.js.
How to make clouds with CSS 3D · April 2012
A tutorial on how to use CSS 3D Transforms to create sprite-based 3D-like clouds. This tutorial will try to guide you through the steps to create a 3D-like, billboard-based clouds.