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From Rays to Meshes: Constructing Vercel’s Prism with vgpu

Admin by Admin
September 3, 2026
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vgpu is the open-source library we constructed at Vercel to create performant shaders for the online. After months of utilizing it internally, we had been lastly on the brink of launch it. We had the library. We had the touchdown web page. However one necessary piece was nonetheless lacking.

One week earlier than launch, the vgpu touchdown web page was nonetheless lacking its hero. The group advised bringing again an iconic Vercel visible: the glass prism splitting mild into pink, inexperienced, and blue.

I first noticed the prism at Subsequent.js Conf 2022, earlier than I joined Vercel. It utterly blew my thoughts. Now it was time to construct my very own model and by some means make it stay as much as the unique.

I began with essentially the most literal method: simulating the physics of sunshine. For each pixel on the wall, I solid rays backward by the prism and checked whether or not they reached the sunshine supply. Every profitable ray contributed colour to that pixel. To maintain the shader manageable, I used solely 16 samples, jittering them on each body and accumulating the outcomes over time.

This was fairly costly and didn’t look sharp, so I saved learning the impact. I requested GPT to attract an SVG of the impact to elucidate to me the way it labored, and it did this:

Seeing the sunshine unfold outward in straight strains gave me an concept: I might draw it as a 3D mesh. A mesh is a bunch of factors related to type a floor. By putting these factors alongside the sunshine’s edges, I might draw the entire beam as a set of shapes.

First, I calculated how every wavelength would refract because it entered and exited the prism. As a result of the prism bends every wavelength by a barely completely different quantity, the paths unfold right into a fan of colours. I represented these paths as strains, producing this primary wireframe:

At this level, these had been nonetheless solely strains; they’d no floor for the GPU to shade. To show them into a visual beam, I related neighboring paths to type the triangular faces of a mesh, producing a a lot smoother (and cheaper) consequence.

With the sunshine mesh working, the scene was nonetheless lacking one thing: the glass! Fortunately, I had already constructed a glass shader for the eve.dev hero that I might adapt.

The shader makes use of an atmosphere map to seize the environment of the glass. Think about putting a digicam on the heart of the scene and taking six photos, one in every path. Collectively, these photographs type a cubemap: a 360° illustration of the atmosphere.

With this method, you’ll be able to simply faux reflections from an atmosphere.

With the glass shader in place, I added bloom and floating particles to finish the dark-mode scene:

Now it was time to work on mild mode. Gentle mode is at all times a problem; including mild to a white background doesn’t make sense (except you go HDR, and Twitter will roast you for that). So the answer is to darken the background, leaving room for “mild” to indicate up.

I began by producing some ideas with GPT, ultimately creating this AI-generated picture:

As soon as I had the idea, I began working backward from the ultimate picture. I broke it into particular person components and found out how one can recreate every one within the scene.

For instance, the wall has mild and shadows coming by a window. It additionally has a delicate texture that makes it really feel like an actual wall. The prism casts a shadow and has delicate shading inside it.

Since this was a very complicated composition, I created a visualizer for the render pipeline. You’ll be able to consider making a shader as mixing a bunch of photographs/math collectively, so a graph like this helped me perceive how I used to be “mixing the issues”.

Let’s break this down:

The prism casts a shadow. My first thought was to calculate a real-time shadow, however that may get costly; because the prism doesn’t actually transfer, we might draw the shadow by pasting a texture onto the wall.

Subsequent, I targeted on the wall particulars. Within the idea picture we will see small “bumps” within the wall. We are able to obtain this impact by producing a standard map.

A key efficiency optimization was to render the conventional map to a static picture, so the costly noise calculation solely runs as soon as at startup.

The node has a management to edit the power of the conventional map, permitting me to set it precisely as I wished.

Then I added shadows to the wall by layering an AI-generated picture over the lighting info. The controls let me fine-tune its look.

Collectively, these property resulted within the hero we see at this time.

You’ll be able to entry the debug mode at https://vgpu.sh?debug. If you happen to change between mild/darkish mode and excessive/low high quality, you’ll see the graph change.

Adapting to every system

Even with these optimizations, the hero was nonetheless too demanding for some gadgets. To deal with this, I constructed lighter variations of each shaders. They use fewer samples and fewer element whereas maintaining the general impact visually related.

The rule is easy: begin at top quality, then change to low high quality when needed. The system makes use of three indicators to determine:

  • GPU tier: If the system has a low-tier GPU or is a cellular system, the hero begins in low-quality mode.
  • Battery degree: If a laptop computer has lower than 30% battery and isn’t charging, the hero switches to low-quality mode to scale back energy utilization.
  • Body price: If the system can not preserve a steady body price, the hero switches to low-quality mode.

This lets extra highly effective gadgets render the total impact whereas maintaining the expertise easy in all places else.

In the long run, constructing a hero like that is all smoke and mirrors. It’s about balancing efficiency and notion. It doesn’t have to simulate actuality completely. It simply must look convincing and run easily.

The code for this hero, together with different examples, is obtainable within the vgpu GitHub repository.

Tags: BuildingMeshesPrismRaysVercelsvgpu
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From Rays to Meshes: Constructing Vercel’s Prism with vgpu

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