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Creative development / WebGL

Particle Accelerator

Some ideas are easier to explore than to explain in a slide.

Particle Accelerator — selected project capture
My role

Concept & interactive development

Focus

Creative development / WebGL

Project

Open the experiment ↗

01 / Brief

Curiosity,
made spatial.

An interactive particle-accelerator concept built with Three.js and real-time shaders. The project uses scientific ideas as a starting point for an explorable visual experience, bringing motion, depth and interaction into the same frame.

Why it matters

This is an experimental playground rather than a commerce deliverable. It creates room to explore graphics techniques and visual intuition without presenting a creative interpretation as a validated scientific simulator.

My scope

An independently developed Three.js/WebGL concept with interactive controls, custom shader work and physics-inspired visual behaviour. It is a creative exploration, not a validated scientific instrument.

02 / Decisions

The choices behind
the experience.

  1. 01

    Let interaction reveal the idea.

    The visitor should be able to examine the spatial relationships, rather than watch a fixed piece of footage and guess what matters.

  2. 02

    Treat motion as a material.

    Particle behaviour, light and rhythm are part of the visual language—not embellishments added after the scene is built.

  3. 03

    Be clear about the boundary.

    A compelling visual explanation is not the same thing as a quantitatively accurate physics model. This project is presented as a concept.

03 / Craft

A control panel connected to a real-time scene

This is not a prerecorded particle film. The source connects a live scene to controls for particle count, beam energy, tunneling probability, bloom and colour.

  1. 01

    Choose a preset

    Start with low-energy, collider, quantum or maximum-visual modes.

  2. 02

    Change a parameter

    Adjust particles, energy, colours or effects from the control panel.

  3. 03

    See the response

    Update the particle data and shader uniforms inside the real-time render loop.

The simulation and the presentation have separate jobs.

Particle positions and velocities use typed arrays with BufferGeometry. The control module changes the particle population and visual parameters; dedicated shader materials turn those states into the scene’s light, colour and field effects.

Physics is a starting vocabulary, not a certification.

The energy controls include a proton-energy conversion with gamma and beta terms. The shaders use a bounded gamma-like factor in a radiation-intensity effect, while tunneling is implemented as a probabilistic visual event. These are inspectable mechanisms—not evidence that the whole simulation accurately reproduces accelerator physics.

Presets make complexity approachable.

Low-energy, collider, quantum and maximum-visual presets provide authored starting points. The visitor can explore a coherent state before changing individual sliders, rather than being dropped into an unexplained bank of parameters.

The final image is a pipeline.

Three.js scene rendering, orbital camera controls, custom materials and post-processing—including bloom and antialiasing—work together. The project is as much about composing a readable real-time image as it is about drawing a large number of points.

The toolkit

Three.js & WebGL
A real-time 3D environment rendered in the browser.
Shader-driven visuals
GPU-based visual effects for an interactive scientific-visualisation concept.

04 / Evidence

See the actual work.

An archived view of the concept. Open the live experiment to explore the interaction; the still is only one frame of it.

Particle Accelerator project screenshot
Role, stack and archived project image: developedbyadrian.com.

An explorable WebGL concept with source-visible controls and rendering mechanisms. No validated-physics claim or fixed frame-rate promise is made; performance depends on the device and settings.

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