@plasius/gpu-renderer 0.1.14 → 0.1.15

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package/CHANGELOG.md CHANGED
@@ -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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+
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+ - **Changed**
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+ - (placeholder)
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+
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+ - **Fixed**
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+ - (placeholder)
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+
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+ - **Security**
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+ - (placeholder)
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+ ## [0.1.15] - 2026-06-04
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+
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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
@@ -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.
@@ -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
package/README.md CHANGED
@@ -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.