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Create your own shape. Hold right mouse + WASD/arrows to move camera. Press F to focus on selected object.
The SDF primitives are space partitioned over 16k cells, those cells are split up multiple times in an octree-like manner until points or trangles are generated in the leaf nodes. The points are rendered by splatting with a compute shader. The triangles (marching cubes edit mode) rasterized in the default way. AO is done with 1k shadow-maps which are splat in compute.
Created: January 5, 2026
Type: WebGPU
The RenderQueue is a collection of creative coding experiments by Johan Holwerda and Reinder Nijhoff.
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This is a WebGPU demo. Please use a browser that supports WebGPU to run this demo, like Chrome.