@genex-ai/cli-demo 0.6.0 → 0.6.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +5 -0
- package/package.json +1 -1
- package/templates/skills/genex-threejs-atmosphere-aerial-perspective/SKILL.md +30 -18
- package/templates/skills/genex-threejs-atmosphere-aerial-perspective/references/atmosphere.md +204 -20
- package/templates/skills/genex-threejs-bloom/SKILL.md +29 -18
- package/templates/skills/genex-threejs-bloom/references/bloom.md +176 -20
- package/templates/skills/genex-threejs-camera-direction/SKILL.md +38 -26
- package/templates/skills/genex-threejs-camera-direction/references/camera-rigs.md +359 -27
- package/templates/skills/genex-threejs-exposure-color-grading/SKILL.md +27 -18
- package/templates/skills/genex-threejs-exposure-color-grading/references/exposure-grading.md +196 -21
- package/templates/skills/genex-threejs-image-pipeline/SKILL.md +38 -17
- package/templates/skills/genex-threejs-image-pipeline/references/image-pipeline.md +185 -29
- package/templates/skills/genex-threejs-procedural-animation/SKILL.md +34 -21
- package/templates/skills/genex-threejs-procedural-animation/references/procedural-motion.md +353 -24
- package/templates/skills/genex-threejs-procedural-architecture/SKILL.md +36 -17
- package/templates/skills/genex-threejs-procedural-architecture/references/architecture-systems.md +500 -22
- package/templates/skills/genex-threejs-procedural-fields/SKILL.md +59 -24
- package/templates/skills/genex-threejs-procedural-fields/references/field-systems.md +222 -25
- package/templates/skills/genex-threejs-procedural-geometry/SKILL.md +34 -20
- package/templates/skills/genex-threejs-procedural-geometry/references/mesh-systems.md +192 -26
- package/templates/skills/genex-threejs-procedural-materials/SKILL.md +55 -18
- package/templates/skills/genex-threejs-procedural-materials/references/material-systems.md +189 -22
- package/templates/skills/genex-threejs-procedural-planets/SKILL.md +36 -18
- package/templates/skills/genex-threejs-procedural-planets/references/planet-systems.md +489 -21
- package/templates/skills/genex-threejs-procedural-vegetation/SKILL.md +35 -25
- package/templates/skills/genex-threejs-procedural-vegetation/references/vegetation-systems.md +304 -27
- package/templates/skills/genex-threejs-procedural-vfx/SKILL.md +26 -18
- package/templates/skills/genex-threejs-procedural-vfx/references/vfx-systems.md +208 -20
- package/templates/skills/genex-threejs-raymarched-space-effects/SKILL.md +25 -18
- package/templates/skills/genex-threejs-raymarched-space-effects/references/space-effects.md +185 -21
- package/templates/skills/genex-threejs-screen-space-ambient-occlusion/SKILL.md +23 -17
- package/templates/skills/genex-threejs-screen-space-ambient-occlusion/references/ambient-occlusion.md +430 -20
- package/templates/skills/genex-threejs-shadow-systems/SKILL.md +29 -18
- package/templates/skills/genex-threejs-shadow-systems/references/shadow-systems.md +420 -21
- package/templates/skills/genex-threejs-skill-router/SKILL.md +21 -21
- package/templates/skills/genex-threejs-spectral-ocean/SKILL.md +30 -20
- package/templates/skills/genex-threejs-spectral-ocean/references/spectral-ocean.md +462 -22
- package/templates/skills/genex-threejs-temporal-surfaces/SKILL.md +26 -17
- package/templates/skills/genex-threejs-temporal-surfaces/references/temporal-surfaces.md +198 -20
- package/templates/skills/genex-threejs-visual-validation/SKILL.md +34 -18
- package/templates/skills/genex-threejs-visual-validation/references/visual-validation.md +396 -32
- package/templates/skills/genex-threejs-volumetric-clouds/SKILL.md +33 -17
- package/templates/skills/genex-threejs-volumetric-clouds/references/volumetric-clouds.md +570 -21
- package/templates/skills/genex-threejs-water-optics/SKILL.md +33 -18
- package/templates/skills/genex-threejs-water-optics/references/water-optics.md +184 -20
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# GTAO and bent-normal pipeline
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Use this reference for
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Use this reference for a bounded-cost WebGPU/TSL ambient-visibility pass with half-resolution horizon integration, bent normals, bilateral reconstruction, and directional ambient tint.
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##
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## Contents
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1. Gather budget and depth convention
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2. World-radius projection and horizon integration
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3. Bent-normal encoding
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4. Bilateral reconstruction
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5. Indirect-light composite
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6. Implementation defects, adaptation, and diagnostics
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##
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## 1. Preserve the actual budget
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- Tie radius to world or view-space units.
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- Reduce samples for low quality tiers.
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- Keep thin geometry and silhouette cases visible in debug.
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The gather uses:
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```text
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resolution scale 0.5 × 0.5
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slices 2
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steps per side 4
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sides per slice 2
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depth taps 16 per half-resolution pixel
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target RGBA16F
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RGB bent direction encoded to [0, 1]
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A scalar visibility, 1 = open
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```
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- Upsample from half resolution carefully.
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- Avoid bleeding occlusion across foreground/background edges.
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Half linear resolution means one quarter of full-resolution fragments.
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The implementation targets an approximately `2 ms` budget by combining:
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- half-resolution gather;
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- few slices;
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- interleaved-gradient-noise rotation;
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- direct UV marching;
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- one view-position reconstruction per tap;
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- sky early-outs in gather and composite.
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Do not increase slices first. Validate whether the bilateral pass and stable
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rotation already remove directional structure.
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## 2. Preserve the depth convention
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The implementation uses reversed depth:
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```text
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sky threshold 0.000001
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maximum reconstruction 0.999999
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```
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Sky is cleared to zero. Far terrain remains above the sky threshold.
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Gather:
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```text
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if rawDepth <= 1e-6:
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output visibility = 1
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output encoded bent = encoded view normal
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skip all 16 taps
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```
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Composite clamps depth to `[0, 0.999999]` before linearization so sky
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neighbours do not create extreme view-Z values.
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Do not port these thresholds to a forward-depth target unchanged.
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## 3. Preserve world-radius projection
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Default controls:
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```text
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radius 0.5 m
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intensity 1.0
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power 1.6
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thickness 0.35 m in view Z
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bentNormalStrength 0.6
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```
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The horizontal projection scale is cached from:
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```text
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camera.projectionMatrix.elements[0]
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```
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and refreshed every frame.
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World radius becomes UV reach:
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```text
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radiusUv =
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radius
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* projectionScaleX
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/ max(-viewPosition.z, 0.0001)
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* 0.5
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radiusUv = clamp(radiusUv, 0.004, 0.08)
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```
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This clamp prevents near surfaces searching half the screen and stops far
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surfaces collapsing to a useless footprint.
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Observed adaptation issue: only the X projection term is used, then one scalar
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radius is applied to both UV axes. At unusual aspect ratios or asymmetric
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projections, derive a `vec2` reach from both projection axes.
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## 4. Rotate two horizon slices per pixel
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For slice `i`:
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```text
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noise = interleavedGradientNoise(screenCoordinate)
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angle = (i / 2 + noise) * PI
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sliceDirection = (cos(angle), sin(angle))
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```
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The axis covers both positive and negative directions, so angles only span
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`PI`, not `2 * PI`.
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Step spacing:
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```text
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t = (stepIndex + noise + 0.5) / 4
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stepUv = sliceDirection * radiusUv * t
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```
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The shared noise rotates slices and jitters their radial positions.
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The pass has no temporal accumulation. Its stability depends on the
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noise being screen-stable and the full-resolution spatial composite.
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## 5. Keep horizon angle and distance falloff separate
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For each positive and negative sample:
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```text
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delta = sampleViewPosition - centerViewPosition
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distance = max(length(delta), 0.0001)
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falloff = saturate(1 - distance / max(radius, 0.0001))
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```
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Accept the sample only when:
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```text
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abs(delta.z) < thickness
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```
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Raw horizon cosine:
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```text
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cosine = dot(delta, viewDirection) / distance
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```
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Apply distance falloff by mixing toward fully open:
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```text
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horizon = mix(-1, cosine, falloff)
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maxHorizon = max(maxHorizon, horizon)
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```
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Do not multiply the cosine directly by falloff. Mixing toward `-1` weakens a
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distant occluder without changing the angle of a nearby one.
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Per slice:
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```text
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positiveAngle = acos(clamp(positiveHorizon, -1, 1))
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negativeAngle = acos(clamp(negativeHorizon, -1, 1))
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visibility += saturate((positiveAngle + negativeAngle) / PI)
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```
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Final scalar:
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```text
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visibility = visibility / 2
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visibility = visibility ^ power
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visibility = saturate(mix(1, visibility, intensity))
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```
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Disabling the pass sets intensity to zero; the gather still runs unless the
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owner removes or bypasses the node. If disabled cost matters, bypass the pass
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at pipeline construction or add an update/render gate.
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## 6. Treat the bent direction as an observed heuristic
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For accepted samples, the gather accumulates:
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```text
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bentDirection +=
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normalize(delta)
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* saturate(cosine * falloff)
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```
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Then:
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```text
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bent = normalize(
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mix(
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viewNormal,
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normalize(viewDirection + bentDirection),
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)
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)
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```
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The output stores `bent * 0.5 + 0.5`.
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Important objective finding: the accumulated vectors point toward accepted
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sample positions. A physically derived bent normal normally points toward
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unoccluded directions, so do not assume this sign convention is correct in an
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adaptation.
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Required validation:
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```text
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place a flat receiver beside one vertical wall
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show geometric normal
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show decoded bent direction
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show environment sample direction
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verify the direction turns away from the blocked hemisphere
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```
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If it turns toward the wall, negate/rederive the directional accumulator
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before using it for environment lighting.
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## 7. Own gather rendering state
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`GtaoNode.updateBefore()`:
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1. saves/reset renderer state through `RendererUtils`;
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2. reads drawing-buffer dimensions;
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3. resizes the half-resolution target;
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4. refreshes projection scale;
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5. renders one fullscreen `QuadMesh`;
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6. restores renderer state.
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Dispose both the target and node material.
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Do not let a post node leak render target, viewport, or material state into the
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main pipeline.
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## 8. Upsample with the exact kernel
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The full-resolution composite gathers eight neighbours:
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```text
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left, right, up, down
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four diagonals
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center omitted
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```
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Each weight is depth-only:
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```text
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weight = exp(-abs(sampleViewZ - centerViewZ) / 0.5)
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```
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If total weight is above `0.01`, normalize the eight-sample sum. Otherwise use
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the center AO texel.
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This is an eight-neighbour `3×3` ring with the center skipped, not a cross.
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The rationale is to cover the four-pixel interleaved-gradient-noise repeat
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while sampling across half-resolution AO texels.
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Observed limitation: `screenTexelHint()` returns only:
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```text
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1 / screenWidth
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```
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and uses that scalar for both X and Y offsets. At non-square viewports the
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vertical step is wrong. Adapt as:
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```text
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texel = vec2(1 / width, 1 / height)
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```
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Observed limitation: the filter has no normal-similarity weight despite having
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the normal buffer available later in the composite. Thin foreground/background
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contacts may need:
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```text
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weight *= pow(saturate(dot(centerNormal, sampleNormal)), normalPower)
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```
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Add this only after confirming the depth-only kernel causes cross-edge leakage;
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288
|
+
normal buffers can be noisy at hard edges.
|
|
289
|
+
|
|
290
|
+
## 9. Apply AO only to reconstructed indirect light
|
|
291
|
+
|
|
292
|
+
Do not multiply final scene color by AO.
|
|
293
|
+
|
|
294
|
+
It approximates indirect light:
|
|
295
|
+
|
|
296
|
+
```text
|
|
297
|
+
irradiance =
|
|
298
|
+
PMREM sampled along bent direction at texture level 1
|
|
299
|
+
or fallback cavity color (0.55, 0.62, 0.78)
|
|
300
|
+
|
|
301
|
+
indirectEstimate =
|
|
302
|
+
albedo
|
|
303
|
+
* environmentIntensity
|
|
304
|
+
* irradiance
|
|
305
|
+
|
|
306
|
+
indirect = min(indirectEstimate, sceneColor)
|
|
307
|
+
direct = sceneColor - indirect
|
|
308
|
+
```
|
|
309
|
+
|
|
310
|
+
The clamp ensures direct light never becomes negative.
|
|
311
|
+
|
|
312
|
+
Then:
|
|
313
|
+
|
|
314
|
+
```text
|
|
315
|
+
occludedIndirect = indirect * visibility
|
|
316
|
+
|
|
317
|
+
deviation =
|
|
318
|
+
saturate(1 - dot(decodedBentView, geometricViewNormal))
|
|
319
|
+
|
|
320
|
+
tintAmount =
|
|
321
|
+
deviation
|
|
322
|
+
* (1 - visibility)
|
|
323
|
+
* bentTintStrength
|
|
324
|
+
|
|
325
|
+
bentTintStrength default = 0.35
|
|
326
|
+
|
|
327
|
+
tintedIndirect =
|
|
328
|
+
mix(
|
|
329
|
+
occludedIndirect,
|
|
330
|
+
occludedIndirect * irradiance,
|
|
331
|
+
saturate(tintAmount)
|
|
332
|
+
)
|
|
333
|
+
|
|
334
|
+
output = direct + tintedIndirect
|
|
335
|
+
```
|
|
336
|
+
|
|
337
|
+
This keeps direct sun and most specular response out of the AO multiply.
|
|
338
|
+
|
|
339
|
+
The indirect reconstruction is still approximate because it works from a
|
|
340
|
+
forward-shaded scene color and an albedo MRT. Specular energy can leak into
|
|
341
|
+
the `direct` residual. Prefer a renderer-provided indirect-diffuse signal when
|
|
342
|
+
available.
|
|
343
|
+
|
|
344
|
+
## 10. Verify view/world transform semantics
|
|
345
|
+
|
|
346
|
+
The composite decodes the bent direction in view space and calls:
|
|
347
|
+
|
|
348
|
+
```text
|
|
349
|
+
transformDirection(bentView, cameraViewMatrix)
|
|
350
|
+
```
|
|
351
|
+
|
|
352
|
+
while describing the result as view-to-world.
|
|
353
|
+
|
|
354
|
+
Matrix-direction semantics in TSL are version-sensitive. Verify the installed
|
|
355
|
+
Three.js behavior with axis probes:
|
|
356
|
+
|
|
357
|
+
```text
|
|
358
|
+
camera facing -Z:
|
|
359
|
+
view (0, 0, 1) maps to expected world direction
|
|
360
|
+
|
|
361
|
+
camera rotated 90 degrees:
|
|
362
|
+
decoded bent direction rotates with the camera exactly once
|
|
363
|
+
```
|
|
364
|
+
|
|
365
|
+
Do not copy the matrix expression solely from the comment.
|
|
366
|
+
|
|
367
|
+
## 11. Temporal behavior
|
|
368
|
+
|
|
369
|
+
This pipeline has no motion vectors, history target, reprojection,
|
|
370
|
+
neighborhood clamp, or disocclusion rejection.
|
|
371
|
+
|
|
372
|
+
Do not describe it as temporally accumulated GTAO.
|
|
373
|
+
|
|
374
|
+
If adding temporal accumulation:
|
|
375
|
+
|
|
376
|
+
1. preserve raw half-resolution visibility and bent direction;
|
|
377
|
+
2. add representative depth/normal validity;
|
|
378
|
+
3. reproject with velocity;
|
|
379
|
+
4. clamp scalar visibility to the current neighborhood;
|
|
380
|
+
5. constrain bent history by angular deviation;
|
|
381
|
+
6. reset on camera cuts and resolution changes.
|
|
382
|
+
|
|
383
|
+
First verify whether the current stable-noise plus bilateral pass already meets
|
|
384
|
+
the target. Temporal history adds ghosting risk to moving procedural geometry.
|
|
385
|
+
|
|
386
|
+
## 12. Required diagnostics
|
|
387
|
+
|
|
388
|
+
Expose:
|
|
389
|
+
|
|
390
|
+
```text
|
|
391
|
+
raw reversed depth and linear view Z
|
|
392
|
+
sky classification
|
|
393
|
+
view normal
|
|
394
|
+
projected radius UV/pixels
|
|
395
|
+
slice angle and jitter
|
|
396
|
+
positive/negative horizon cosine
|
|
397
|
+
thickness acceptance
|
|
398
|
+
distance falloff
|
|
399
|
+
visibility before power/intensity
|
|
400
|
+
raw encoded and decoded bent direction
|
|
401
|
+
one-sided-wall bent-direction test
|
|
402
|
+
eight bilateral sample depths and weights
|
|
403
|
+
X/Y texel offsets
|
|
404
|
+
upsampled visibility
|
|
405
|
+
albedo and environment irradiance
|
|
406
|
+
indirect estimate before/after scene-color clamp
|
|
407
|
+
direct residual
|
|
408
|
+
tint deviation and amount
|
|
409
|
+
final direct versus indirect contribution
|
|
410
|
+
GPU time for gather and composite
|
|
411
|
+
```
|
|
412
|
+
|
|
413
|
+
Failure diagnosis:
|
|
414
|
+
|
|
415
|
+
```text
|
|
416
|
+
AO radius changes with distance incorrectly:
|
|
417
|
+
world radius was replaced by a fixed pixel radius
|
|
418
|
+
|
|
419
|
+
far surfaces lose all contact:
|
|
420
|
+
projected radius was not clamped to a minimum
|
|
421
|
+
|
|
422
|
+
thick silhouette halos:
|
|
423
|
+
thickness or depth-only bilateral weights cross discontinuities
|
|
424
|
+
|
|
425
|
+
vertical blur differs from horizontal blur:
|
|
426
|
+
width-derived scalar texel size was used for Y
|
|
427
|
+
|
|
428
|
+
bent tint points into walls:
|
|
429
|
+
the observed accumulator sign was accepted without a one-sided-wall test
|
|
430
|
+
|
|
431
|
+
sunlit surfaces become gray:
|
|
432
|
+
visibility multiplied final scene color instead of reconstructed indirect
|
|
433
|
+
|
|
434
|
+
disabled AO still costs the full pass:
|
|
435
|
+
intensity was set to zero without bypassing gather rendering
|
|
436
|
+
|
|
437
|
+
camera rotation changes tint incorrectly:
|
|
438
|
+
view-to-world direction transform semantics were not verified
|
|
439
|
+
```
|
|
@@ -5,26 +5,37 @@ description: Implement stable shadow systems for Genex Three.js games. Use for l
|
|
|
5
5
|
|
|
6
6
|
# Genex Three.js Shadow Systems
|
|
7
7
|
|
|
8
|
-
|
|
9
|
-
resolution everywhere.
|
|
8
|
+
Use a single shadow map only when its receiver region is genuinely bounded. For large moving views, make shadow coverage an explicit spatial hierarchy.
|
|
10
9
|
|
|
11
|
-
|
|
12
|
-
clipmaps, invalidation, and diagnostic captures.
|
|
10
|
+
## Cached clipmap workflow
|
|
13
11
|
|
|
14
|
-
|
|
12
|
+
1. Define concentric light-space square levels.
|
|
13
|
+
2. Snap each level center to its own texel grid.
|
|
14
|
+
3. Cross-fade adjacent levels in shader space.
|
|
15
|
+
4. Refresh near levels continuously.
|
|
16
|
+
5. Cache coarse levels and update them under a frame budget.
|
|
17
|
+
6. Invalidate intersecting levels when important casters or streamed terrain change.
|
|
18
|
+
7. Scale normal bias by world-space texel width.
|
|
15
19
|
|
|
16
|
-
|
|
17
|
-
target shadow budget.
|
|
18
|
-
2. Choose basic maps, cascades, cached clipmaps, or contact-only shadows.
|
|
19
|
-
3. Stabilize shadow texels for moving cameras.
|
|
20
|
-
4. Separate static, dynamic, and invalidated casters.
|
|
21
|
-
5. Add filtering and bias after acne/peter-panning diagnostics.
|
|
22
|
-
6. Expose debug views for cascades, texel density, casters, receivers, and bias.
|
|
20
|
+
Read [references/shadow-systems.md](references/shadow-systems.md) before implementing a large-world directional light.
|
|
23
21
|
|
|
24
|
-
|
|
22
|
+
Read the
|
|
23
|
+
[cached shadow clipmaps](../threejs-procedural-architecture/examples/authored-financial-tower/shadow-clipmaps.js)
|
|
24
|
+
for three light-space square levels, per-level texel snapping, containment
|
|
25
|
+
cross-fades, cached coarse updates, scaled bias, and unshadowed outside weight.
|
|
25
26
|
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
-
|
|
29
|
-
-
|
|
30
|
-
-
|
|
27
|
+
## Failure conditions
|
|
28
|
+
|
|
29
|
+
- projection centers move by fractions of a texel;
|
|
30
|
+
- shader containment does not match the map's committed center;
|
|
31
|
+
- all cascades refresh every frame without evidence;
|
|
32
|
+
- coarse levels freeze moving casters indefinitely;
|
|
33
|
+
- depth texture samples occur in divergent fragment control flow;
|
|
34
|
+
- the same normal bias is used across radically different texel sizes;
|
|
35
|
+
- level boundaries become visible under camera motion.
|
|
36
|
+
|
|
37
|
+
## Routing boundary
|
|
38
|
+
|
|
39
|
+
Use this skill for light-space directional shadow maps. Use
|
|
40
|
+
`$genex-threejs-screen-space-ambient-occlusion` for view-dependent ambient
|
|
41
|
+
visibility; AO is not a replacement for cast shadows.
|