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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Geometric Paradox — Particles</title>
<meta name="description" content="Morphing between impossible shapes: Penrose triangle, Necker cube, and Mobius strip.">
<meta name="author" content="Alexandru DAN">
<meta name="theme-color" content="#050505">
<link rel="canonical" href="https://particles.alexandrudan.com/geometric-paradox.html">
<link rel="icon" type="image/svg+xml" href="favicon.svg">
<!-- Open Graph -->
<meta property="og:type" content="website">
<meta property="og:url" content="https://particles.alexandrudan.com/geometric-paradox.html">
<meta property="og:title" content="Geometric Paradox — Particles">
<meta property="og:description" content="Morphing between impossible shapes: Penrose triangle, Necker cube, and Mobius strip.">
<meta property="og:image" content="https://particles.alexandrudan.com/og-image.svg">
<meta property="og:site_name" content="Particles">
<!-- Twitter -->
<meta name="twitter:card" content="summary_large_image">
<meta name="twitter:title" content="Geometric Paradox — Particles">
<meta name="twitter:description" content="Morphing between impossible shapes: Penrose triangle, Necker cube, and Mobius strip.">
<meta name="twitter:image" content="https://particles.alexandrudan.com/og-image.svg">
<style>
* { margin: 0; padding: 0; box-sizing: border-box; }
body { background: #000; overflow: hidden; font-family: 'Courier New', monospace; }
canvas { display: block; }
#controls {
position: fixed;
bottom: 24px;
left: 50%;
transform: translateX(-50%);
display: flex;
gap: 20px;
background: rgba(0,0,0,0.6);
backdrop-filter: blur(12px);
border: 1px solid rgba(255,255,255,0.08);
border-radius: 12px;
padding: 14px 28px;
z-index: 10;
align-items: center;
}
.ctrl-group {
display: flex; flex-direction: column; align-items: center; gap: 4px;
}
.ctrl-group label {
color: rgba(255,255,255,0.4); font-size: 9px;
text-transform: uppercase; letter-spacing: 1.5px;
}
.ctrl-group input[type="range"] {
-webkit-appearance: none; width: 100px; height: 3px;
background: rgba(255,255,255,0.15); border-radius: 2px; outline: none;
}
.ctrl-group input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none; width: 12px; height: 12px;
border-radius: 50%; background: #fff; cursor: pointer;
}
#info {
position: fixed; top: 24px; left: 28px; z-index: 10;
}
#info h1 {
color: rgba(255,255,255,0.7); font-size: 14px; font-weight: 400;
letter-spacing: 3px; text-transform: uppercase;
}
#info p {
color: rgba(255,255,255,0.25); font-size: 10px;
margin-top: 6px; letter-spacing: 1px;
}
#fps {
position: fixed; top: 24px; right: 28px;
color: rgba(255,255,255,0.2); font-size: 10px;
letter-spacing: 1px; z-index: 10;
}
#back {
position: fixed; top: 24px; left: 50%; transform: translateX(-50%);
z-index: 10;
}
#back a {
color: rgba(255,255,255,0.2); font-size: 9px; text-decoration: none;
letter-spacing: 2px; text-transform: uppercase;
transition: color 0.3s;
}
#back a:hover { color: rgba(255,255,255,0.5); }
.zoom-btn {
width: 32px; height: 32px; border-radius: 50%;
background: rgba(255,255,255,0.06); border: 1px solid rgba(255,255,255,0.12);
color: rgba(255,255,255,0.5); font-size: 18px; cursor: pointer;
display: flex; align-items: center; justify-content: center;
transition: background 0.2s;
font-family: monospace;
}
.zoom-btn:hover { background: rgba(255,255,255,0.12); }
</style>
</head>
<body>
<div id="info">
<h1>Geometric Paradox</h1>
<p id="particle-count"></p>
</div>
<div id="fps"></div>
<div id="back"><a href="index.html">Gallery</a></div>
<div id="controls">
<div class="ctrl-group">
<input type="range" id="speed" min="0.1" max="5" step="0.1" value="1">
<label>Speed</label>
</div>
<div class="ctrl-group">
<input type="range" id="bloom" min="0" max="3" step="0.1" value="0.4">
<label>Bloom</label>
</div>
<div class="ctrl-group">
<input type="range" id="size" min="0.5" max="4" step="0.1" value="1.0">
<label>Size</label>
</div>
<div class="ctrl-group">
<input type="range" id="hueShift" min="0" max="1" step="0.01" value="0">
<label>Hue</label>
</div>
<button class="zoom-btn" id="zoomOut">−</button>
<button class="zoom-btn" id="zoomIn">+</button>
</div>
<script type="importmap">
{
"imports": {
"three": "https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js",
"three/addons/": "https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { EffectComposer } from 'three/addons/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
import { GPUComputationRenderer } from 'three/addons/misc/GPUComputationRenderer.js';
const WIDTH = 256;
const PARTICLE_COUNT = WIDTH * WIDTH;
// Scene
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 0.1, 2000);
camera.position.set(0, 0, 28);
const renderer = new THREE.WebGLRenderer({ antialias: false, powerPreference: 'high-performance' });
renderer.setSize(innerWidth, innerHeight);
renderer.setPixelRatio(1);
document.body.appendChild(renderer.domElement);
const orbitControls = new OrbitControls(camera, renderer.domElement);
orbitControls.enableDamping = true;
orbitControls.dampingFactor = 0.05;
orbitControls.autoRotate = true;
orbitControls.autoRotateSpeed = 0.5;
// Post-processing
const composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
const bloomPass = new UnrealBloomPass(
new THREE.Vector2(innerWidth / 2, innerHeight / 2),
0.4, 0.3, 0.85
);
composer.addPass(bloomPass);
// GPU Computation
const gpuCompute = new GPUComputationRenderer(WIDTH, WIDTH, renderer);
const posTex0 = gpuCompute.createTexture();
// Seed initial positions for the geometric shapes
function seedTexture(tex) {
const data = tex.image.data;
for (let i = 0; i < PARTICLE_COUNT; i++) {
const t = i / PARTICLE_COUNT;
const idx = i * 4;
// Start with Penrose triangle shape
const segment = t * 3.0;
const segIdx = Math.floor(segment);
const segT = segment - segIdx;
const S = 6.0;
const ang0 = segIdx * 2.0944;
const ang1 = (segIdx + 1) * 2.0944;
const thickness = 0.8;
const barAngle = Math.atan2(Math.sin(ang1) - Math.sin(ang0), Math.cos(ang1) - Math.cos(ang0));
const perpX = -Math.sin(barAngle) * thickness * (((i * 0.001) % 1) - 0.5);
const perpY = Math.cos(barAngle) * thickness * (((i * 0.002) % 1) - 0.5);
const x = (S * Math.cos(ang0) * (1 - segT) + S * Math.cos(ang1) * segT) + perpX;
const y = (S * Math.sin(ang0) * (1 - segT) + S * Math.sin(ang1) * segT) + perpY;
const z = Math.sin(segIdx * 2.094 + segT * 2.094) * 2.0;
data[idx] = x;
data[idx + 1] = y;
data[idx + 2] = z;
data[idx + 3] = 0;
}
}
seedTexture(posTex0);
const positionShader = `
uniform float uTime;
uniform float uSpeed;
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
float idx = gl_FragCoord.y * resolution.x + gl_FragCoord.x;
float total = resolution.x * resolution.y;
float t = idx / total;
// Morph parameter cycles between shapes
float morphTime = uTime * 0.1 * uSpeed;
float morphPhase = mod(morphTime, 3.0);
// === Penrose Triangle ===
float segment = t * 3.0;
float segIdx = floor(segment);
float segT = fract(segment);
float S = 6.0;
float ang0 = segIdx * 2.0944;
float ang1 = (segIdx + 1.0) * 2.0944;
float thickness = 0.8;
float barAngle = atan(sin(ang1) - sin(ang0), cos(ang1) - cos(ang0));
float perpX = -sin(barAngle) * thickness * (fract(idx * 0.001) - 0.5);
float perpY = cos(barAngle) * thickness * (fract(idx * 0.002) - 0.5);
float triX = mix(S*cos(ang0), S*cos(ang1), segT) + perpX;
float triY = mix(S*sin(ang0), S*sin(ang1), segT) + perpY;
float triZ = sin(segIdx * 2.094 + segT * 2.094) * 2.0;
// === Impossible Cube (Necker cube) ===
float edge = t * 12.0;
float edgeIdx = floor(edge);
float edgeT = fract(edge);
float cubeS = 4.0;
float v0x = mod(floor(edgeIdx), 2.0) * 2.0 - 1.0;
float v0y = mod(floor(edgeIdx / 2.0), 2.0) * 2.0 - 1.0;
float v0z = mod(floor(edgeIdx / 4.0), 2.0) * 2.0 - 1.0;
float v1x = mod(floor(edgeIdx + 1.0), 2.0) * 2.0 - 1.0;
float v1y = mod(floor((edgeIdx + 1.0) / 2.0), 2.0) * 2.0 - 1.0;
float v1z = mod(floor((edgeIdx + 1.0) / 4.0), 2.0) * 2.0 - 1.0;
float cubeX = mix(v0x, v1x, edgeT) * cubeS;
float cubeY = mix(v0y, v1y, edgeT) * cubeS;
float cubeZ = mix(v0z, v1z, edgeT) * cubeS;
cubeZ += sin(edgeT * 3.14159 + edgeIdx) * 1.5;
// === Mobius Strip ===
float mobiusU = t * 6.28318;
float mobiusV = (fract(idx * 0.003) - 0.5) * 2.0;
float halfU = mobiusU * 0.5;
float mobiusR = 5.0;
float mobiusX = (mobiusR + mobiusV * cos(halfU)) * cos(mobiusU);
float mobiusY = (mobiusR + mobiusV * cos(halfU)) * sin(mobiusU);
float mobiusZ = mobiusV * sin(halfU);
// Smooth morph between shapes
float w1 = smoothstep(0.0, 1.0, 1.0 - abs(morphPhase - 0.0));
float w2 = smoothstep(0.0, 1.0, 1.0 - abs(morphPhase - 1.0));
float w3 = smoothstep(0.0, 1.0, 1.0 - abs(morphPhase - 2.0));
float wTotal = w1 + w2 + w3 + 0.001;
float x = (triX * w1 + cubeX * w2 + mobiusX * w3) / wTotal;
float y = (triY * w1 + cubeY * w2 + mobiusY * w3) / wTotal;
float z = (triZ * w1 + cubeZ * w2 + mobiusZ * w3) / wTotal;
float speed = w1 * 0.3 + w2 * 0.6 + w3 * 0.9;
gl_FragColor = vec4(x, y, z, speed);
}
`;
const posVar = gpuCompute.addVariable('texturePosition', positionShader, posTex0);
gpuCompute.setVariableDependencies(posVar, [posVar]);
posVar.material.uniforms.uTime = { value: 0.0 };
posVar.material.uniforms.uSpeed = { value: 1.0 };
posVar.wrapS = THREE.RepeatWrapping;
posVar.wrapT = THREE.RepeatWrapping;
const err = gpuCompute.init();
if (err !== null) console.error('GPU Computation init error:', err);
// Particle Rendering
const vertexShader = `
uniform vec3 uMouseWorld;
uniform float uMouseStrength;
uniform sampler2D uPositionTexture;
uniform float uHueShift;
uniform float uPointSize;
uniform float uScale;
attribute vec2 aTexCoord;
varying vec3 vColor;
vec3 hsl2rgb(float h, float s, float l) {
float c = (1.0 - abs(2.0 * l - 1.0)) * s;
float h6 = h * 6.0;
float x = c * (1.0 - abs(mod(h6, 2.0) - 1.0));
float m = l - c * 0.5;
vec3 rgb;
if (h6 < 1.0) rgb = vec3(c, x, 0.0);
else if (h6 < 2.0) rgb = vec3(x, c, 0.0);
else if (h6 < 3.0) rgb = vec3(0.0, c, x);
else if (h6 < 4.0) rgb = vec3(0.0, x, c);
else if (h6 < 5.0) rgb = vec3(x, 0.0, c);
else rgb = vec3(c, 0.0, x);
return rgb + m;
}
void main() {
vec4 posData = texture2D(uPositionTexture, aTexCoord);
float x = posData.x;
float y = posData.y;
float z = posData.z;
float speed = posData.w; // morph phase identity
vec3 pos = vec3(x, y, z) * uScale;
// Mouse displacement
vec3 toM = uMouseWorld - pos;
float mDist = length(toM);
pos += toM * uMouseStrength * 0.5 / (mDist * mDist + 2.0);
// Color based on shape identity: Triangle=cyan(0.5), Cube=orange(0.08), Mobius=magenta(0.83)
float hue = fract(mix(0.5, mix(0.08, 0.83, (speed - 0.3) / 0.6), step(0.3, speed)) + uHueShift);
// More nuanced: blend hue based on speed (which encodes morph weights)
// speed=0.3 -> triangle (cyan ~0.5), speed=0.6 -> cube (orange ~0.08), speed=0.9 -> mobius (magenta ~0.83)
float triWeight = smoothstep(0.15, 0.3, speed) * (1.0 - smoothstep(0.3, 0.45, speed));
float cubeWeight = smoothstep(0.45, 0.6, speed) * (1.0 - smoothstep(0.6, 0.75, speed));
float mobiusWeight = smoothstep(0.75, 0.9, speed);
hue = fract(0.5 * triWeight + 0.08 * cubeWeight + 0.83 * mobiusWeight
+ 0.5 * (1.0 - triWeight - cubeWeight - mobiusWeight) + uHueShift);
float saturation = 0.85;
float lightness = 0.12 + speed * 0.15;
vColor = hsl2rgb(hue, saturation, lightness);
vec4 mvPosition = modelViewMatrix * vec4(pos, 1.0);
gl_PointSize = uPointSize * (55.0 / -mvPosition.z);
gl_PointSize = max(gl_PointSize, 0.3);
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec3 vColor;
void main() {
float d = length(gl_PointCoord - 0.5) * 2.0;
if (d > 1.0) discard;
// Soft gaussian falloff with bright core
float glow = exp(-d * d * 3.0);
float core = exp(-d * d * 12.0);
float alpha = (glow * 0.15 + core * 0.3);
// Slight color boost at core (hotter center)
vec3 col = vColor + core * 0.15;
gl_FragColor = vec4(col, alpha);
}
`;
const geometry = new THREE.BufferGeometry();
const texCoords = new Float32Array(PARTICLE_COUNT * 2);
for (let j = 0; j < WIDTH; j++) {
for (let i = 0; i < WIDTH; i++) {
const idx = (j * WIDTH + i) * 2;
texCoords[idx] = (i + 0.5) / WIDTH;
texCoords[idx + 1] = (j + 0.5) / WIDTH;
}
}
const dummyPositions = new Float32Array(PARTICLE_COUNT * 3);
geometry.setAttribute('position', new THREE.BufferAttribute(dummyPositions, 3));
geometry.setAttribute('aTexCoord', new THREE.BufferAttribute(texCoords, 2));
const material = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: {
uMouseWorld: { value: new THREE.Vector3(0, 0, -1000) },
uMouseStrength: { value: 0.0 },
uPositionTexture: { value: null },
uHueShift: { value: 0.0 },
uPointSize: { value: 1.0 },
uScale: { value: 1.6 },
},
transparent: true,
blending: THREE.AdditiveBlending,
depthWrite: false,
});
const points = new THREE.Points(geometry, material);
const pivot = new THREE.Group(); pivot.add(points); scene.add(pivot);
// UI
document.getElementById('particle-count').textContent =
`${PARTICLE_COUNT.toLocaleString()} particles — fully GPU computed`;
const speedSlider = document.getElementById('speed');
const bloomSlider = document.getElementById('bloom');
const sizeSlider = document.getElementById('size');
const hueSlider = document.getElementById('hueShift');
const fpsEl = document.getElementById('fps');
document.getElementById('zoomIn').addEventListener('click', () => {
material.uniforms.uScale.value *= 1.15;
});
document.getElementById('zoomOut').addEventListener('click', () => {
material.uniforms.uScale.value *= 0.85;
});
// Animation Loop
// Mouse interaction
const mouse = new THREE.Vector2();
const mouse3D = new THREE.Vector3();
const raycaster = new THREE.Raycaster();
let mouseActive = false;
renderer.domElement.addEventListener('mousemove', (e) => {
mouse.x = (e.clientX / innerWidth) * 2 - 1;
mouse.y = -(e.clientY / innerHeight) * 2 + 1;
mouseActive = true;
raycaster.setFromCamera(mouse, camera);
mouse3D.copy(raycaster.ray.direction).multiplyScalar(15).add(camera.position);
});
renderer.domElement.addEventListener('mouseleave', () => { mouseActive = false; });
let lastTime = performance.now();
let frameCount = 0;
function animate(now) {
requestAnimationFrame(animate);
frameCount++;
if (now - lastTime >= 1000) {
fpsEl.textContent = `${frameCount} FPS`;
frameCount = 0;
lastTime = now;
}
posVar.material.uniforms.uSpeed.value = parseFloat(speedSlider.value);
posVar.material.uniforms.uTime.value += 0.016;
bloomPass.strength = parseFloat(bloomSlider.value);
material.uniforms.uHueShift.value = parseFloat(hueSlider.value);
material.uniforms.uPointSize.value = parseFloat(sizeSlider.value);
// Update mouse uniforms
if (mouseActive) {
material.uniforms.uMouseWorld.value.copy(mouse3D);
material.uniforms.uMouseStrength.value = 1.0;
} else {
material.uniforms.uMouseStrength.value *= 0.95;
}
gpuCompute.compute();
material.uniforms.uPositionTexture.value =
gpuCompute.getCurrentRenderTarget(posVar).texture;
pivot.rotation.x += 0.0008;
orbitControls.update();
composer.render();
}
animate(performance.now());
// Resize
window.addEventListener('resize', () => {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
composer.setSize(innerWidth, innerHeight);
});
</script>
<script src="shared-ui.js"></script>
</body>
</html>