Matt Pfeiffer ᯅ
@mattpfeiffer.bsky.social
970 followers 720 following 130 posts
 Platforms Engineer | Audio/Graphics | RealityKit | Metal
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mattpfeiffer.bsky.social
RealityKit experiment #81
(code in the replies)

I found a scan of a human skeleton and wanted to try to visualize it in RealityKit. The PLY file had millions of triangles, so I had to decimate the mesh. It ended up being really satisfying to see the wireframe at different LODs
mattpfeiffer.bsky.social
Thanks Clem! I would love to see that Gaussian Splat example
mattpfeiffer.bsky.social
RealityKit experiment #80
(gist in the replies)

LowLevelMesh “Falling Sand” dissolution and reassemble effect created with SDF shapes and Marching Cubes. A Metal compute shader uses a spatial sweep to "release" triangles that rigidly start to fall
mattpfeiffer.bsky.social
RealityKit experiment #79
(code in the replies)

Animating 3D text by converting the output of MeshResource(extruding:) to a LowLevelMesh and applying a Metal compute shader

The MeshResource was interesting to unpack since it had multiple models/parts plus instance transforms
mattpfeiffer.bsky.social
RealityKit experiment #78
(gist in the replies)

LowLevelMesh explode-and-assemble animation created by meshing an SDF using Marching Cubes and rigidly pushing it’s triangles outward
mattpfeiffer.bsky.social
RealityKit experiment #77
(gist in the replies)

Color-blending metaballs created from animated sphere SDFs via Marching Cubes. LowLevelMesh vertices store per-vertex color in the Geometry Color vertex attribute, read by ShaderGraphMaterial
mattpfeiffer.bsky.social
Ahhh, well I love that description 😆
mattpfeiffer.bsky.social
RealityKit experiment #76
(gist in the replies)

LowLevelMesh blob from meshing the smooth-min of animated sphere SDFs with marching cubes. Glassy ShaderGraphMaterial is based on Apple's "Implementing adjustable material" sample
mattpfeiffer.bsky.social
RealityKit experiment #75
(gist in the replies)

LowLevelMesh shape shifting by interpolating between two signed distance fields and meshing with marching cubes
mattpfeiffer.bsky.social
RealityKit experiment #74
(gist in the replies)

- LowLevelMesh with disconnected geometry
- Marching Cubes + SDF for vertex positions
- Vertex normals from SDF gradient
- Polynomial smooth-min to blend the shapes
mattpfeiffer.bsky.social
RealityKit experiment #73
(gist in the replies)

Here's a simple burn fade example. The ShaderGraphMaterial directly sets the color and opacity from the UV2 attribute of the LowLevelMesh vertices and the Metal compute shader updates those color/opacity values
mattpfeiffer.bsky.social
Yeah that makes sense

The idea came to me while building a glowing torus for a project and I just wanted to see how it would look as a spinner. Performance is probably not good 😆