WebGL and Three.js visual experiments. Use the sliders or drag anywhere on the canvas to explore the parameter space. On a Meta Quest 2/3, open a demo full screen and tap Enter VR to go immersive. Left stick flies you through the scene, right stick snaps you 45 degrees, A/B on the right controller adjusts speed or intensity.
Lorenz Energy Spine
A Lorenz strange attractor rendered as a Three.js tube, lit by animated shaders: a sine wave racing along the arc-length (energy spine), discrete scan pulse packets, and Fresnel rim glow. Geometry-backed bloom, no post-processing filter. A counter-pulse in orange-violet runs the same path at the golden ratio frequency in reverse.
Interference Tubes
Five tubes on the same Lorenz path, each with a different colour, travel direction, and frequency (golden-ratio spaced). All rendered additive: where scan pulses from opposing tubes coincide on screen, their brightness adds — producing bright flares that drift, split, and reform without ever repeating. Chromatic aberration in flat mode.
Moiré Extreme
Rotating sinusoidal grid layers. Interference between four detuned grids creates the beating pattern, with UV warp and chromatic aberration on top.
Wave Interference
Multiple point sources emit circular wavefronts at slightly detuned frequencies. The moiré comes from the beating between those radial waves as the sources drift in Lissajous orbits.
Lorenz Tunnel
The Lorenz strange attractor path becomes a tunnel you drift through. Depth-cue rings from the Infinite Tunnel technique line the inside of the tube and rush toward you continuously via a looping mod. The energy spine and scan pulse packets from Lorenz Energy Spine run along the glowing center thread ahead. Angular sectors kaleidoscope the rings around the circumference. Travel and Rush are independent sliders so you can drift slowly through fast rings or race through a calm tube.