FORM//GRAPH / 33 entries
Source index
Public source notes on procedural geometry, shaders, motion and visual systems.
Each page separates a grounded source summary from an editorial build translation. Original references remain attributed to their creators.
- source-001 / Build system
Visual AI is shifting from pixels to code
Argues that useful visual AI should generate editable symbolic artifacts—HTML, SVG, Lottie, Blender scripts or USD scenes—then let a renderer produce pixels.
- source-002 / Procedural form
Tutorials | Learn how to create generative art
A broad tutorial index spanning kinetic code art, Three.js terrain, random walkers, Grasshopper, TouchDesigner, particle oceans and seamless noise loops.
- source-003 / Shader / field
A brief intro to WebGL shaders
Explains per-pixel fragment shaders through a dependency-free pointer reveal that mixes two images with uniforms and a noisy circular mask.
- source-004 / Procedural form
Interactive Three.js wireframe lattice morphing between parametric math surfaces
Shows an interactive wireframe lattice morphing between parametric surfaces, with GLSL-driven color, pulse waves and bloom.
- source-005 / Shader / field
PRIMAL
Documents a layered system: topographic pixels are split into channels, textured by separate shaders, displaced, colored and recomposed under live control.
- source-006 / Build system
Spellburst: A Node-based Interface for Exploratory Creative Coding
Research on a node-based environment where natural-language prompts generate p5.js sketches that can branch, merge and change through semantic controls.
- source-007 / Build system
Create your own shaders. Use them everywhere.
Presents prompt- or reference-derived generators with live parameters, layers and keyframes that export as editable SVG or high-resolution raster.
- source-008 / Motion grammar
Playground
A collection including a 3D ring of HTML slides passing through a shader portal and a form that lifts into an extruded dot-relief scene on focus.
- source-009 / Visual craft
Dither + glyph + mouse-trail effect breakdown
Shares a concrete layer order and settings for blue-noise dither, organic glyph conversion, a fluid mouse trail, chromatic noise displacement and light rays.
- source-010 / Visual craft
Introducing Video2Ascii
Introduces an open React component that converts video to ASCII art with WebGL, reverse engineered from a visual reference.
- source-011 / Reference
Making Software
A visual technical reference covering pixels, color spaces, blending, curves, rasterization, SVG filters, GPU fundamentals, signed-distance fields, noise and ray techniques.
- source-012 / Reference
Guidelines
Practical interface guidance on animation cost: limit large blurs, pause or unmount offscreen media, apply will-change temporarily and adapt to hardware and network.
- source-013 / Motion grammar
GSAP
The animation toolkit spans CSS, SVG, canvas and WebGL, with scroll sequencing and responsive matchMedia support.
- source-014 / Build system
Kimi K3 cinematic website prompt
A detailed production prompt for editorial scroll pacing, oversized type, connected scene transformations, responsive art direction and reduced-motion support.
- source-015 / Reference
Design details that feel like magic
An indexed collection of product details, transitions, easter eggs and small interactions across mobile and desktop interfaces.
- source-016 / Motion grammar
Find animation opportunities
Introduces a workflow that searches an interface for places genuinely improved by motion and also identifies what should remain still.
- source-017 / Build system
Using Claude Code: The Unreasonable Effectiveness of HTML
Recommends deriving a single HTML design-system reference from a codebase so future agent-made artifacts can match the company’s actual style.
- source-018 / Build system
A Guide to Claude Code 2.0 and better coding agents
Includes a frontend-design skill focused on distinctive production interfaces, deliberate aesthetic choices and avoidance of generic AI-made patterns.
- source-019 / Reference
Recent Design
A frequently updated index of contemporary interface fragments including interactive cards, drawers, timelines, grids and scrolling treatments.
- source-020 / Reference
Hugo Duprez
A design-engineering portfolio spanning browser ray marching, Voronoi fractures, Gaussian splatting, a web level editor, pixel conversion and generated textures.
- source-021 / Procedural form
Exploring creative coding with Swift and SwiftUI
Frames Swift and Xcode as a creative-coding studio alongside Processing, p5.js and openFrameworks, with references to data-driven visual art.
- source-022 / Reference
Post Internet
Includes a work that re-contextualizes user-made 3D models of remembered dreams together with the makers’ own accounts of translating memory into form.
- source-023 / Motion grammar
Letter Swap
A text component that swaps letter copies vertically on hover, with forward-only and reversible ping-pong timeline modes.
- source-024 / Visual craft
Halftone / Mosaic / Blur / Grain node study
Describes recreating a familiar Photoshop process as a live node stack—halftone, mosaic, blur and grain—with switches and adjustable values.
- source-025 / Build system
How GLM-5.2 Beat Fable 5 at Website Design
Observes that more intricate generated sites vary typography, layout and animation effectively for marketing pages, while requiring longer generation time.
- source-026 / Build system
Prompt your ideas to life with Figma Make
Shows web references becoming editable Figma layers and points toward generation grounded in an existing design system.
- source-027 / Procedural form
Drawing Dynamic Models
Explores procedural computation through drawn forms; a repeat meta-node clones a part, exposes an index and lets later nodes transform each instance differently.
- source-028 / Procedural form
What’s the shape of the text?
Maps rolling text-window embeddings through dimensionality reduction and renders the resulting semantic structure as an explorable Three.js form.
- source-029 / Motion grammar
Browser-native heart / scanner HUD experiment
A focused visual-direction session produced a beating heart, field-scanner interface, live ECG and synthesized sound directly in the browser.
- source-030 / Reference
This is a motherfucking website
A deliberately blunt defense of fast, legible, semantic HTML and content that works without an ornamental interaction gauntlet.
- source-031 / Build system
vgpu: shader tools designed for agents
The author describes a minimal WebGPU library with explicit control, shader syntax checks, headless rendering and build-time WGSL validation.
- source-032 / Motion grammar
From drawn geometry to programmable graphics
A tutorial moves from selected references to SVG geometry, separate particle and line systems, screenshot feedback and reusable animation parameters.
- source-033 / Build system
Concept target → Blender → rendered comparison
The author describes using concept images as visual targets, modeling through Blender MCP and iterating against rendered gameplay screenshots.