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    <title>Picking on blog</title>
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      <title>CPU proximity picking</title>
      <link>https://jpcharalambosh.co/posts/cpu_proximity_picking/</link>
      <pubDate>Sat, 25 Apr 2026 14:30:00 -0500</pubDate>
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      <description>&lt;blockquote&gt;
&lt;p&gt;Zero-GPU hit testing with &lt;a href=&#34;https://github.com/VisualComputing/p5.tree#cpu-proximity-picking&#34;&gt;&lt;code&gt;mouseHit&lt;/code&gt;&lt;/a&gt;. Ten waypoint nodes around a soft loop — each one tested every frame against the cursor by projecting its origin to screen space and comparing against a configurable radius. The hit zone is drawn explicitly with &lt;a href=&#34;https://github.com/VisualComputing/p5.tree#cpu-proximity-picking&#34;&gt;&lt;code&gt;bullsEye&lt;/code&gt;&lt;/a&gt;, which takes the same &lt;code&gt;size&lt;/code&gt; and &lt;code&gt;shape&lt;/code&gt; parameters as &lt;code&gt;mouseHit&lt;/code&gt; — the gizmo &lt;em&gt;is&lt;/em&gt; the hit zone, no guessing where the click registers. Use the panel to tune the radius and switch between circular and square hit shapes.&lt;/p&gt;</description>
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      <title>GPU color-ID picking</title>
      <link>https://jpcharalambosh.co/posts/gpu_color_id_picking/</link>
      <pubDate>Sat, 25 Apr 2026 14:00:00 -0500</pubDate>
      <guid>https://jpcharalambosh.co/posts/gpu_color_id_picking/</guid>
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&lt;p&gt;Pixel-perfect mouse picking with &lt;a href=&#34;https://github.com/VisualComputing/p5.tree#gpu-color-id-picking&#34;&gt;&lt;code&gt;mousePick&lt;/code&gt;&lt;/a&gt;. Fifty mixed primitives — boxes, spheres, torii, cones, cylinders — drawn at random positions and tagged with a unique integer id encoded as a CSS hex colour by &lt;a href=&#34;https://github.com/VisualComputing/p5.tree#gpu-color-id-picking&#34;&gt;&lt;code&gt;tag&lt;/code&gt;&lt;/a&gt;. Each frame the scene renders twice: once into a 1×1 framebuffer with each shape filled by its id, then &lt;code&gt;gl.readPixels&lt;/code&gt; returns whichever id sits under the cursor; the visible pass renders normally and lights up the hit. Cost is one extra geometry submission per frame regardless of object count, and the answer is exactly the rendered pixel — through the hole of a torus, behind a partially-occluding box, anywhere a real fragment landed.&lt;/p&gt;</description>
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