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Complex 4D Visualizer

Real-time visualization of explicit and implicit complex functions in four dimensions, running in the browser on WebGPU compute shaders. Explicit functions are embedded directly in R⁴, with Riemann sphere and S²×S² product compactifications available; implicit relations are extracted as isosurfaces of a 4D field via a marching-tesseract scheme, in point-cloud and connected-mesh form.

Accompanying paper: Rendering Explicit and Implicit Complex Functions in 4D: A WebGPU-Based Approach, Web3D '26.

Getting Started

npm install
npm run dev

Browser Requirements

WebGPU is required. Supported on all major browsers except Firefox; a Chromium-based browser is recommended. For integrated GPU's, for some reason Mozilla Firefox is more stable.

The following flags should be enabled:

  • Unsafe WebGPU Support — enabled
  • WebGPU Developer Features — enabled
  • enable-vulkan — enabled (Linux only)

Project Structure

If you're interested in the mathematical core of the project, the key files are:

File Description
src/engine/render/compute/complex4d.wgsl Core 4D logic
src/engine/render/compute/complex-functions.wgsl Library of complex functions used in the visualizations
src/implicit/evaluator.wgsl Marching-tesseract extraction
src/implicit/hypercube-march.wgsl Freudenthal Triangulation Code
src/implicit/marching-pong.wgsl Implicit Point-Cloud Generation

Most other files are generic rendering pipeline elements and are less relevant to the mathematics.

TODO

The next step is parsing input and converting the project into a full complex graphing calculator; A good start would be the Algebrite library. Additional improvements are bounding-boxes with annotated axes. In the future, visualizing more advanced topics from Complex Analysis like contour integration is planned. Long term we hope this can be an open-source Desmos alternative, as the pipeline is modular enough to accommodate normal functions as-well.

Citation

Admir Huseini and Art Saiti. 2026. Rendering Explicit and Implicit Complex Functions in 4D: A WebGPU-Based Approach. In The 31th International Conference on 3D Web Technology (Web3D ’26), October 13–15, 2026, Doha, Qatar. ACM, New York, NY, USA, 10 pages. https://doi.org/10.1145/3822516. 3834886

Authors

Art Saiti — WebGPU architecture, marching-tesseract extraction, simplicial connectivity scheme; repository maintainer

Admir Huseini — numerical methods, S²×S² compactification, mathematical formulation

License

MIT

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4D WebGPU rendering of complex functions, including implicit Riemann surfaces

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