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Simulating Life within the Browser: Making a Residing Particle System for the UntilLabs Web site

Admin by Admin
December 11, 2025
Home Coding
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Till Labs is advancing one of the vital significant issues in trendy healthcare: preserving the potential for life. So when at basement.studio we got down to design their homepage, we didn’t need an summary animation, we needed one thing that felt actual, one thing that echoed the science on the core of their work. The thought was easy however bold: take an actual {photograph} of individuals and reconstruct it as a dwelling particle system — a digital scene formed by actual knowledge, pure movement, and physics-driven habits. A system that feels alive as a result of it’s constructed from life itself.

Right here’s how we made it occur.

Let’s break down the method:


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1. Planting the First Pixels: A Easy Particle Area

Earlier than realism can exist, it wants a stage. A spot the place 1000’s of particles can reside, transfer, and be manipulated effectively.

This results in one important query:

How will we render tens of 1000’s of unbiased factors at excessive body charges?

To attain this, we constructed two foundations:

  • A scalable particle system utilizing GL_POINTS
  • A trendy render pipeline constructed on FBOs and a fullscreen QuadShader

Collectively, they type a versatile canvas for all future results.

A Easy, Scalable Particle Area

We generated 60,000 particles inside a sphere utilizing correct spherical coordinates. This gave us:

  • A pure, volumetric distribution
  • Sufficient density to symbolize a high-res picture later
  • Maintains a relentless 60 FPS.
const geo = new THREE.BufferGeometry();
const positions = new Float32Array(rely * 3);
const scales = new Float32Array(rely);
const randomness = new Float32Array(rely * 3);

for (let i = 0; i < rely; i++) {
  const i3 = i * 3;

  // Uniform spherical distribution
  const theta = Math.random() * Math.PI * 2.0;
  const phi = Math.acos(2.0 * Math.random() - 1.0);
  const r = radius * Math.cbrt(Math.random());

  positions[i3 + 0] = r * Math.sin(phi) * Math.cos(theta);
  positions[i3 + 1] = r * Math.sin(phi) * Math.sin(theta);
  positions[i3 + 2] = r * Math.cos(phi);

  scales[i] = Math.random() * 0.5 + 0.5;
  randomness[i3 + 0] = Math.random();
  randomness[i3 + 1] = Math.random();
  randomness[i3 + 2] = Math.random();
}

geo.setAttribute("place", new THREE.BufferAttribute(positions, 3));
geo.setAttribute("aScale", new THREE.BufferAttribute(scales, 1));
geo.setAttribute("aRandomness", new THREE.BufferAttribute(randomness, 3));

Rendering With GL_POINTS + Customized Shaders

GL_POINTS permits us to attract each particle in one draw name, excellent for this scale.

Vertex Shader — GPU-Pushed Movement

uniform float uTime;

attribute float aScale;
attribute vec3 aRandomness;

various vec3 vColor;

void primary() {
  vec4 modelPosition = modelMatrix * vec4(place, 1.0);

  // GPU animation utilizing per-particle randomness
  modelPosition.xyz += vec3(
    sin(uTime * 0.5 + aRandomness.x * 10.0) * aRandomness.x * 0.3,
    cos(uTime * 0.3 + aRandomness.y * 10.0) * aRandomness.y * 0.3,
    sin(uTime * 0.4 + aRandomness.z * 10.0) * aRandomness.z * 0.2
  );

  vec4 viewPosition = viewMatrix * modelPosition;
  gl_Position = projectionMatrix * viewPosition;

  gl_PointSize = uSize * aScale * (1.0 / -viewPosition.z);
  vColor = vec3(1.0);
}
various vec3 vColor;

void primary() {
  float d = size(gl_PointCoord - 0.5);
  float alpha = pow(1.0 - smoothstep(0.0, 0.5, d), 1.5);
  gl_FragColor = vec4(vColor, alpha);
}

We render the particles into an off-screen FBO so we are able to deal with the complete scene as a texture. This lets us apply coloration grading, results, and post-processing with out touching the particle shaders, holding the system versatile and simple to iterate on.

Three elements work collectively:

  1. createPortal: Isolates the 3D scene into its personal THREE.Scene
  2. FBO (Body Buffer Object): Captures that scene as a texture
  3. QuadShader: Renders a fullscreen quad with post-processing
// Create remoted scene
const [contentScene] = useState(() => {
  const scene = new THREE.Scene();
  scene.background = new THREE.Colour("#050505");
  return scene;
});

return (
  <>
    {/* 3D content material renders to contentScene, not the principle scene */}
    {createPortal(youngsters, contentScene)}
    
    {/* Put up-processing renders to primary scene */}
    
  >
);

Utilizing @react-three/drei’s useFBO, we create a render goal that matches the display screen:

const sceneFBO = useFBO(fboWidth, fboHeight, {
  minFilter: THREE.LinearFilter,
  magFilter: THREE.LinearFilter,
  format: THREE.RGBAFormat,
  kind: THREE.HalfFloatType,  // 16-bit for HDR headroom
});
useFrame((state, delta) => {
  const gl = state.gl;

  // Step 1: Render 3D scene to FBO
  gl.setRenderTarget(sceneFBO);
  gl.clear();
  gl.render(contentScene, digital camera);
  gl.setRenderTarget(null);

  // Step 2: Feed FBO texture to post-processing
  postUniforms.uTexture.worth = sceneFBO.texture;

  // Step 3: QuadShader renders to display screen (dealt with by QuadShader part)
}, -1);  // Precedence -1 runs BEFORE QuadShader's precedence 1

2. Nature Is Fractal

Borrowing Movement from Nature: Brownian Motion

Now that the particle system is in place, it’s time to make it behave like one thing actual. In nature, molecules don’t transfer in straight strains or comply with a single drive — their movement comes from overlapping layers of randomness. That’s the place fractal Brownian movement is available in.

By utilizing fBM in our particle system, we weren’t simply animating dots on a display screen; we have been borrowing the identical logic that shapes molecular movement.

float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}

// 2D Worth Noise - Primarily based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise(vec2 st) {
  vec2 i = ground(st);
  vec2 f = fract(st);

  // 4 corners of the tile
  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));

  // Clean interpolation
  vec2 u = f * f * (3.0 - 2.0 * f);

  return combine(a, b, u.x) +
         (c - a) * u.y * (1.0 - u.x) +
         (d - b) * u.x * u.y;
}

// Fractal Brownian Movement - layered noise for pure variation
float fbm(vec2 st, int octaves) {
  float worth = 0.0;
  float amplitude = 0.5;
  vec2 shift = vec2(100.0);

  // Rotation matrix to cut back axial bias
  mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5));

  for (int i = 0; i < 6; i++) {
    if (i >= octaves) break;
    worth += amplitude * noise(st);
    st = rot * st * 2.0 + shift;
    amplitude *= 0.5;
  }

  return worth;
}

// Curl Noise
vec2 curlNoise(vec2 st, float time) {
  float eps = 0.01;

  // Pattern FBM at offset positions
  float n1 = fbm(st + vec2(eps, 0.0) + time * 0.1, 4);
  float n2 = fbm(st + vec2(-eps, 0.0) + time * 0.1, 4);
  float n3 = fbm(st + vec2(0.0, eps) + time * 0.1, 4);
  float n4 = fbm(st + vec2(0.0, -eps) + time * 0.1, 4);

  // Calculate curl (perpendicular to gradient)
  float dx = (n1 - n2) / (2.0 * eps);
  float dy = (n3 - n4) / (2.0 * eps);

  return vec2(dy, -dx);
}

3. The Huge Problem: From Actuality to Knowledge

Breaking the Picture Aside: From 20 MB JSON to Light-weight Textures

With movement solved, the subsequent step was to provide the particles one thing significant to symbolize:

An actual {photograph}, remodeled right into a area of factors.

From {Photograph} → Level Cloud → JSON

By way of any 3D Level Cloud instrument, we:

  1. Took a high-res actual picture / 3D mannequin
  2. Generated a level cloud
  3. Exported every pixel/level as JSON:

This labored, however resulted in a 20 MB JSON — far too heavy.

The Resolution: Textures as Knowledge

As a substitute of delivery JSON, we saved particle knowledge inside textures. Utilizing an inner instrument we have been in a position to cut back the 20MB JSON to:

Texture Objective Encoding
position_h Place (excessive bits) RGB = XYZ excessive bytes
position_l Place (low bits) RGB = XYZ low bytes
coloration Colour RGB = linear RGB
density Per-particle density R = density

A tiny metadata file describes the format:

{
  "width": 256,
  "top": 256,
  "particleCount": 65536,
  "bounds": {
    "min": [-75.37, 0.0, -49.99],
    "max": [75.37, 0.65, 49.99]
  },
  "precision": "16-bit (break up throughout excessive/low textures)"
}

All recordsdata mixed? ~604 KB — an enormous discount.

That is an inner instrument permitting us to get the textures from the JSON

Now we are able to load these photos within the code and use the vertex and fragment shaders to symbolize the mannequin/picture on display screen. We ship them as uniforms to the vertex shader, load and mix them.

  //... earlier code 
  
 // === 16-BIT POSITION RECONSTRUCTION ===
  // Pattern each excessive and low byte place textures
  vec3 sampledPositionHigh = texture2D(uParticlesPositionHigh, aParticleUv).xyz;
  vec3 sampledPositionLow = texture2D(uParticlesPositionLow, aParticleUv).xyz;
  
  // Convert normalized RGB values (0-1) again to byte values (0-255)
  float colorRange = uTextureSize - 1.0;
  vec3 highBytes = sampledPositionHigh * colorRange;
  vec3 lowBytes = sampledPositionLow * colorRange;
  
  // Reconstruct 16-bit values: (excessive * 256) + low for every XYZ channel
  vec3 position16bit = vec3(
    (highBytes.x * uTextureSize) + lowBytes.x,
    (highBytes.y * uTextureSize) + lowBytes.y,
    (highBytes.z * uTextureSize) + lowBytes.z
  );
  
  // Normalize 16-bit values to 0-1 vary
  vec3 normalizedPosition = position16bit / uParticleCount;
  
  // Remap to world coordinates
  vec3 particlePosition = remapPosition(normalizedPosition);

  // Pattern coloration from texture
  vec3 sampledColor = texture2D(uParticlesColors, aParticleUv).rgb;
  vColor = sampledColor;
  
  //...and so forth

Mix all collectively, add some tweaks to regulate every parameter of the factors, and voilà!

You’ll be able to see the reside demo right here.

4. Tweaking the Particles With Shaders

Due to the earlier implementation utilizing render targets and FBO, we are able to simply add one other render goal for post-processing results. We additionally added a LUT (lookup desk) for coloration transformation, permitting designers to swap the LUT texture as they want—the adjustments apply on to the ultimate consequence.

Life is now preserved and displayed on the net. The complete image comes collectively: an actual {photograph} damaged into knowledge, rebuilt by physics, animated with layered noise, and delivered by a rendering pipeline designed to remain quick, versatile, and visually constant. Each step, from the particle area to the info textures, the pure movement, the LUT-driven artwork route, feeds the identical aim we set firstly: make the expertise really feel alive.

Tags: BrowserCreatinglifeLivingParticleSimulatingSystemUntilLabsWebsite
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