delay framerate:fps
Compute shader based 3D Barkley's model on a 128x128x128 grid. Only highly excited nodes are shown to make vortex structure visible.

In this simulation only (nearest) visible points (in frontal view yet) are rendered in 128x128 WebGL viewport and expanded by html on canvas

 <canvas id="canvas" width="128" height="128"
   style="width: 512px; height: 512px;">
How does it work on HighDPI devices?
Shall I render into FBO and textured quad (with linear interpolation)?

One more slower simulation may render up to 128x128x128 "point" sprites.


Simulations on GPU     updated 29 Jan 2019