Glass spheres

To teach the principles of ray tracing with reflection and refraction in fragment shaders for my computer graphics students, I implemented a little scene of glass spheres bouncing off each other (click on the image below to try it).

It runs just fine on my MacBook Pro. But oddly, it has all sorts of artifacts when I try to run it on my Android Pixel Phone.

I wonder what is causing the difference.

4 thoughts on “Glass spheres”

  1. My Android Pixel doesn’t even load the program, shows a black screen. What alchemy do you invoke to get webgl / opengl to run in Android Chrome?

  2. There are probably differences in the graphics processors in different Android phones. I have a Google Pixel 6, which uses an Arm Mali-G78 MP20 GPU.

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