A Porsche model rendered in three.js and pushed through a dithered ASCII surface pass: the shaded surface is quantised against an ordered dither matrix and mapped to a character ramp, so the bodywork reads as a grid of glyphs instead of smooth shading. Twelve colour presets — Acid Surface, Pastel, Frozen, Gold Engrave, Synthwave, Moss Stone and more — restyle the ramp, and the pointer leaves a fluid noise trail that displaces the surface as it decays.
Made by Niccolò Fanton. See all WebGL demos or read the ascii-noise-shader source on GitHub.