@plasius/gpu-renderer 0.1.14 → 0.1.15
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/CHANGELOG.md +26 -0
- package/README.md +13 -0
- package/dist/index.cjs +392 -76
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +392 -76
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/src/index.d.ts +66 -1
- package/src/wavefront-compute.js +404 -73
package/CHANGELOG.md
CHANGED
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@@ -11,6 +11,20 @@ All notable changes to this project will be documented in this file.
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## [Unreleased]
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- **Added**
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- (placeholder)
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- **Changed**
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- (placeholder)
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- **Fixed**
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- (placeholder)
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- **Security**
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- (placeholder)
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## [0.1.15] - 2026-06-04
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- **Added**
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- (placeholder)
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@@ -57,10 +71,15 @@ All notable changes to this project will be documented in this file.
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tail so active diffuse rays sample finite mesh light geometry more often
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without adding a ninth trace storage buffer or separate direct-light/shadow
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accumulation path.
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- Added WebGPU environment-light portal records so rooms and studio interiors
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can guide and gate sky/HDRI contribution through openings such as windows.
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- **Changed**
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- Wavefront environment misses now evaluate a direction-aware sky/key-light
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environment payload instead of only using a flat environment colour.
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- Wavefront environment misses now respect `environmentPortalMode`; in
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`guide-and-gate` mode, misses outside configured portals fall back to the
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ambient residual instead of receiving full sky radiance.
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- Display-quality wavefront configuration now uses GPU-built mesh
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acceleration; CPU-built mesh acceleration is treated as debug-only.
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- Replaced the one-thread BVH internal-node build kernel with bottom-up
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@@ -78,11 +97,17 @@ All notable changes to this project will be documented in this file.
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preview output.
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- Wavefront primary-ray jitter and bounce sampling now use mixed
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pixel/sample/bounce/frame seeds to reduce row-correlated low-sample noise.
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- Wavefront frames now reuse a static GPU-built mesh BVH after the first
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acceleration build and batch tile/sample tracing, tile output, optional
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denoise, and presentation into one frame command submission.
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- **Fixed**
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- Fixed primary-ray jitter seeding to use absolute screen pixel ids instead
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of tile-local pixel ids, preventing repeated sampling patterns across
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tiles.
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- Fixed environment portal WGSL reserved-word usage and now request the
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required 9-storage-buffer trace limit from capable WebGPU adapters before
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creating the mesh-BVH trace pipeline.
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- Fixed the WebGPU hit-buffer stride to match the WGSL `HitRecord` layout
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and added a continuation-queue capacity guard, preventing tile-row
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corruption in mesh BVH wavefront renders.
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@@ -262,3 +287,4 @@ All notable changes to this project will be documented in this file.
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[0.1.11]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.1.11
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[0.1.12]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.1.12
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[0.1.14]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.1.14
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[0.1.15]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.1.15
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package/README.md
CHANGED
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@@ -200,6 +200,19 @@ weight so finite light guidance does not over-expose low-sample renders before
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full material PDFs/MIS are implemented. High-energy samples are clamped in
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linear radiance space to keep low-sample preview output stable while production
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sampling, temporal accumulation, and better material PDFs are hardened.
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For static mesh scenes, the GPU acceleration build is submitted once and then
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reused by subsequent frames. Per-frame tracing writes one dynamic uniform slot
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per tile/sample or post-process pass and batches tile tracing, tile output,
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optional denoise, and presentation into a single command submission. WebGPU
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still preserves ordering between dependent bounce passes, but the renderer no
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longer forces one CPU queue submission per tile/sample.
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Environment-light portals can additionally guide and gate sky/HDRI contribution
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through rectangular openings such as windows. `environmentPortalMode: "guide"`
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biases diffuse continuation rays toward configured openings, while
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`"guide-and-gate"` requires an environment miss to pass through a portal before
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it receives sky radiance; misses outside a portal fall back to the ambient
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residual. This keeps interior rooms from treating the whole sky as visible from
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every bounce.
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Texture sampling, dynamic TLAS updates, higher-grade LBVH/SAH construction,
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runtime execution behind the `@plasius/gpu-worker` lock-free queue, and broader
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material lookup remain follow-up work.
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