What Tools and Technologies Does Fred Briolet Use in His Experiments?
Updated
Fred Briolet's experiments are built mainly with JavaScript, WebGL, Processing, and Unity, with recurring use of three.js, p5.js, canvas-sketch, and GLSL shaders. His own site describes the experiments section as "school projects, prototypes and creations I worked on since 2014, mostly with Javascript, WebGL, Processing and Unity." If you want to understand his technical range, that single sentence is the most reliable summary: a browser-first creative developer who also works in real-time 3D engines and offline generative sketches.
The core stack
| Technology | Where it appears in his experiments |
|---|---|
| JavaScript | The base language for most browser-based work |
| WebGL | Real-time 3D and shader-driven visuals |
| Processing | Many sketch-style experiments (noise, trails, shapes) |
| Unity | Reaction diffusion, marble generation, and other simulations |
| three.js | Ambient whirlwind, audiovisual journey, Christmas render, shape fusion |
| p5.js | Text research with Perlin noise |
| canvas-sketch | Shape research |
| GLSL / shaders | Cyberpunk render, gradient research, first shadertoy steps |
What he actually builds with them
Generative and noise-based work
A large share of the experiments revolve around Perlin noise: trails and Perlin noise in Processing, spirals in Perlin noise, holes in a Perlin noise flow, and text research with Perlin noise in p5.js. This is a classic generative-art technique where smooth pseudo-random values drive motion, texture, or form.
Shader and rendering experiments
He works directly with GLSL — for example a cyberpunk render made with three.js and GLSL, gradient research with three.js and a shader, and "first steps with glsl on shadertoy." Shaders let him control how pixels are computed on the GPU, which is why so many of these pieces are about light, color, and surface rather than narrative.
Simulation and algorithm studies
Some experiments go beyond visuals into simulation: a reaction diffusion algorithm with dithering made with Unity, and a "sort of marble generator," also in Unity. Reaction diffusion is a model of how two chemicals spread and interact, often used to fake organic patterns like coral or veins.
Audio and installation work
Not everything is a screen sketch. Biome is described as an interactive installation about virtual ecosystems, made with friends at Gobelins in 2019. There is also an audio visual generator using webaudio + canvas, and Brennistein, an audiovisual journey made with three.js. These show the experiments are not only still images but also time-based, sound-linked, or physically installed pieces.
How to read the experiments section
The experiments page is a chronological-ish list of prototypes and studies rather than polished client work. The professional projects sit in the separate work section (Aurora, Adobe Taking Shape, Cloud Castles, Google WebXR experiments, Cineshader, and others). If your goal is to see the tools in context, the experiments are the better place to look, because each entry names its medium — Processing, three.js, Unity, p5.js, canvas-sketch, or GLSL.
A practical way to use the site: pick a technique you care about (noise, shaders, simulation), find the matching experiment, and note the named tool. That tells you which library or engine Fred reached for when solving that specific kind of problem.