We’re looking for a developer experienced with Three.js / WebGL to help implement a real-time smooth outline of the visible parts of 3D objects — essentially the camera-projection contour.
Goal:
Render the visible geometry of multiple 3D meshes as clean, anti-aliased contours, centered on object borders. Each object should have its own parameters:
{ width, color, opacity }
Requirements:
Real-time rendering (30+ FPS on macOS)
Around 100+ unique objects visible at once
Outline must be smooth, not pixelated
Preferably vector (path-based) result
Implementation using Three.js (r160+) / WebGL2 / GLSL shaders
What’s already tried:
Post-processing outline methods — quality poor or aliased; supersampling improves visuals but kills performance. We need a more efficient real-time approach.
Payment: Any digital method Contact: DM me or reply here
(Edit: I haven’t looked at my demo here in a while, and it’s kinda artifacty on mobile.. might be a numeric precision issue.. but it’s a cool algo nonetheless..)