Web 3D Survey v2
Web 3D Survey v2 rebuilds the site on TanStack Start, adds homepage support summaries, WGSL and adapter reporting, browser capability stats, and a live /machine report.
Ben Houston • July 12, 2026

Web 3D Survey v2 rebuilds the site on TanStack Start, adds homepage support summaries, WGSL and adapter reporting, browser capability stats, and a live /machine report.
Ben Houston • July 12, 2026

I spent ten years building fluid simulation tools for VFX: a three-day Stable Fluids prototype, sparse level sets for Scooby-Doo 2, tetrahedral and vortex solvers at Exocortex, and three pieces of my software on Harry Potter and the Deathly Hallows.
Ben Houston • June 22, 2026

My dad bought an Apple IIe and a stack of Nibble Magazines. This was the start of my career in computer graphics.
Ben Houston • June 21, 2026

How I built the MaterialX Fidelity Suite, then used it to drive pixel-perfect MaterialX support in both Three.js and Blender — including custom noise node implementations that finally close the gap between reference renders and open-source tools.
Ben Houston • May 1, 2026
MaterialX assets are multiple loose files, which breaks down in online, and collaborative contexts. The community has already solved this with zip packaging. We just need to formalize it as .mtlz.
Ben Houston • April 24, 2026

After a decade building enterprise 3D visualization at Threekit, I've moved on to build Land of Assets, a product visualization platform built on open standards, with AI image generation running off those same assets.
Ben Houston • April 14, 2026

How frustration with Trigger-Action Lists in production 3D tools led me to build behave-graph, champion it at SIGGRAPH, and help drive the KHR_interactivity glTF standard.
Ben Houston • February 19, 2026
Why Land of Assets chose glTF over USD as the backbone for their Master Asset approach to ensure long-term interchangeability.
Ben Houston • February 19, 2026

3D on the web has exploded. The infrastructure to support it hasn't kept up. Here's why I built Land of Assets to fix that.
Ben Houston • February 2, 2026
After my Visual Insights internships, I went deep on C# and wrote ExoEngine3D to test whether managed languages could handle real-time 3D graphics.
Ben Houston • June 18, 2025

How three university co-op terms shaped my early graphics career through robotics, experimental 3D information visualization, and real-time command software for DARPA.
Ben Houston • June 17, 2025
How I went from Apple IIe two-liners to C, x86 assembly, the demo scene, 3D engine prototypes, and a high school internship building technology for Wizardry 8.
Ben Houston • June 16, 2025