sbobyn (@nybobs) header
sbobyn (@nybobs) profile picture

graphics + ai researcher/engineer exploring and building creative tools

🇨🇦
Joined October 2025
Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)Photo by sbobyn (@nybobs)
Introducing Comfy Previs, my #OpenSourceHiggsfield submission. Direct AI video on @ComfyUI with @threejs / @Blender blockouts, camera presets and keyframes, phone/gamepad controls, cast references, style controls and auto-prompting. Pick your favorite models. Know the cost before you press Generate. Bring your own AI agent through MCP. Demo: sbobyn.github.io/comfy-three… Code: github.com/sbobyn/comfy-thre… #ComfyUI #threejs #Blender
2
3
278
The film also previews masked edits for cheaper, targeted revisions, like changing a character’s outfit without regenerating the whole shot. Masked editing is still in preview and isn’t included in this release - will get this up in an update today!
28
Build → Cast → Shoot → Generate → Cut. Try storyboard stills before video. Inspect the scene-linked prompt, compare models, review the quote and set spending caps. The demo is read-only. Install locally to edit and generate with Comfy Cloud or local ComfyUI.
31
Preview of a real-time @threejs destruction library I've been working on! Lots more demos in progress, may do a technical breakdown on here of how it works. Will open-source it once it's more polished. Built on top of three-avbd: github.com/sbobyn/three-avbd #threejs #webgpu
37
47
4
455
39,554
Been working on a @threejs WebGPU fluid simulator for a while. Lots still cooking, but here's a preview 🧑‍🍳 More details and demos coming soon! #threejs #webgpu
13
887
Ok the Teardown-inspired @threejs voxel destruction demo is live! is live! Try it here three-voxel-destruction.verc… added two more scenes - race track 🏎️ and spacestation 🚀 Code github.com/sbobyn/three-voxe… #threejs #webgpu
5
4
45
2,857
GPU physics engine powering the physics (now on npm): github.com/sbobyn/three-avbd based on graphics.cs.utah.edu/researc…
3
206
GPU physics engine powering the physics (now on npm): github.com/sbobyn/three-avbd based on graphics.cs.utah.edu/researc…
1
28
More @threejs destruction: laser cut, then the detonator đź’Ą GPU rigid-body physics powered by github.com/sbobyn/three-avbd #threejs #webgpu
12
3
1
78
23,036
Teaser of a @threejs Teardown-inspired tech demo I'm working onđź’Ą Built with Opus 5.5 physics are powered by github.com/sbobyn/three-avbd #threejs #webgpu
1
1
9
745
50,00 bricks falling to form the Mona Lisa three-avbd.vercel.app #threejs
1
7
259
Built with Opus 5.5 · @threejs
155
110k rigid bodies in real time, in a browser tab. Grab anything, fire cannonballs. Built with Claude Opus 5.5: Augmented Vertex Block Descent (SIGGRAPH 2025, Giles, Diaz & Yuksel) in WebGPU with @threejs . It's a physics solver that stays stable with huge scenes and big mass ratios. Opus 5.5 even put together this whole demo reel video just from a single text prompt in Claude Code haha 🤯 Try it: three-avbd.vercel.app (recorded on an M4 Max, lighter scenes run fine on older computers or on mobile) Code's here, MIT licensed. Go build something with it, have fun breaking things: github.com/sbobyn/three-avbd #threejs #WebGPU
1
1
18
13,280
Been reviving the path tracer I built last fall with @threejs and WebGL2 shaders. Added Raster/path-traced comparisons, camera-ray visualization, device performance calibration, an interactive BVH inspector, and more. I wrote the original myself, but had a lot of help from GPT-5.6 Sol (and recently Astra) this time around. Pretty impressed with how much cleaner it’s become with little manual coding. Astra even recorded these demos directly from the app haha. Try it here: pathtracer-lab.vercel.app/ #threejs
1
6
256
Started working on an interactive WebGL-based pathtracer this past week! It's integrated with Three.js for scene management, debug rendering, and interactive controls. #threejs #webgl #raytracing #pathtracing
1
4
124
So far, the implementation follows book 1 of @Peter_shirley 's raytracing series Next I'm planning on adding - textures, quads, and area lights, skybox lighting then - triangles + mesh loading - fragment shader → compute shader - scene uniforms → data textures - bvh
9