@plasius/gpu-renderer 0.2.49 → 0.2.51
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 +34 -0
- package/README.md +12 -3
- package/dist/index.cjs +24 -66
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +24 -66
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/src/wavefront-compute.js +2 -1
- package/src/wavefront-config.js +8 -0
- package/src/wavefront-shader-kernels.js +5 -63
- package/src/wavefront-shader-lighting.js +12 -2
package/CHANGELOG.md
CHANGED
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@@ -11,6 +11,38 @@ 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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- **Security**
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## [0.2.51] - 2026-10-18
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- Reuse immutable mesh, material, acceleration and lighting resources for camera-only wavefront updates, avoiding repeated CPU scene preparation during inspection.
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- **Security**
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## [0.2.50] - 2026-10-18
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- Fix fixed-wavefront dielectric queue overflow and concurrent per-path writes by selecting one probability-weighted continuation; preserve total internal reflection energy and avoid spurious metal refraction siblings.
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- **Added**
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- (placeholder)
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@@ -1219,3 +1251,5 @@ All notable changes to this project will be documented in this file.
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[0.2.47]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.47
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[0.2.48]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.48
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[0.2.49]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.49
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[0.2.50]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.50
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[0.2.51]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.51
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package/README.md
CHANGED
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@@ -231,9 +231,13 @@ console.log(plan.wavefront.queueLayout.strategy);
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Wavefront materials support authored `KHR_materials_*` factors and extension
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textures, bounded nested media, Beer-Lambert attenuation, and reference
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transport helpers for reflected/transmitted branching and spectral dispersion.
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GPU rays carry up to four
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GPU rays carry up to four medium identifiers and enqueue one selected
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continuation per hit. Dielectric lobes are weighted by their selection
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probability; total internal reflection retains unit throughput. The standalone
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CPU reference helper can describe both branches, but the fixed GPU path never
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enqueues an untracked sibling into its tile-sized queue. Physically qualified
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nested media, rough dielectric transport and full spectral rendering remain
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separate work. See [the Amber correction](docs/amber-transport-correction.md).
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```js
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import {
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@@ -987,3 +991,8 @@ Production demo helpers and their regression tests now live in `@plasius/gpu-sha
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Create the wavefront renderer with `progressive: true` to retain linear radiance across frames. `samplesPerPixel` at creation is the maximum batch capacity; pass a smaller value to `renderOnce({ samplesPerPixel })` or `renderFrame({ samplesPerPixel })`. Submit batches serially. `renderFrame()` awaits completion by default; with `renderOnce()`, await `renderer.device.queue.onSubmittedWorkDone()` before reporting completed samples. `getSnapshot().accumulatedSamplesPerPixel` reports submitted history samples.
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Camera or scene updates reset history automatically; `resetAccumulation()` also discards it without reallocating. Do not call `updateCamera()` between refinement passes unless the view changed. Progressive mode uses independent frame seeds, overriding static-frame stable sample routing. Denoising is applied after accumulation. Leave `progressive` unset for the existing independent-frame path. See [ADR 0038](docs/adrs/adr-0038-progressive-linear-radiance.md) for memory costs and host rollout responsibilities.
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Camera-only wavefront updates preserve the loaded mesh, material, acceleration
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and lighting resources while resetting progressive accumulation. Changing the
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view no longer rebuilds those CPU scene tables; scene updates retain their
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existing reconstruction path.
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package/dist/index.cjs
CHANGED
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@@ -6042,7 +6042,7 @@ fn scatter_direction(ray: RayRecord, hit: HitRecord) -> ScatterResult {
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if (cannotRefract || transmissionSelector < transmissionReflectChance) {
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return ScatterResult(
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vec4<f32>(reflect(ray.direction.xyz, normal), 0.0),
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1.0,
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select(transmissionReflectChance, 1.0, cannotRefract),
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ray.mediumRefId,
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RAY_FLAG_DELTA_SAMPLE,
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SCATTER_LOBE_DELTA_REFLECTION,
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}
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return ScatterResult(
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vec4<f32>(refract_direction(ray.direction.xyz, normal, etaRatio), 0.0),
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1.0,
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1.0 - transmissionReflectChance,
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transmitted_medium_ref_id(ray, hit),
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RAY_FLAG_DELTA_SAMPLE,
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SCATTER_LOBE_DELTA_TRANSMISSION,
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}
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record_deferred_path_throughput(ray, continuationThroughput);
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let throughput = ray.throughput.xyz * continuationThroughput;
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let transmissionBranch = scatter.lobeKind == SCATTER_LOBE_DELTA_TRANSMISSION;
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let nextMediumStack = select(
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transitioned_medium_stack(ray, hit),
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ray.mediumStack,
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nextMediumStack
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);
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//
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//
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//
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if (
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scatter.lobeKind == SCATTER_LOBE_DELTA_REFLECTION ||
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scatter.lobeKind == SCATTER_LOBE_DELTA_TRANSMISSION
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) {
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let secondaryIndex = atomicAdd(&counters.nextCount, 1u);
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if (secondaryIndex < config.tilePixelCount) {
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let secondaryIsReflection = transmissionBranch;
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let secondaryDirection = select(
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refract_direction(ray.direction.xyz, surface_shading_normal(hit),
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select(1.0 / max(hit.material.w, 1.01), max(hit.material.w, 1.01), hit.frontFace == 1u)),
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reflect(ray.direction.xyz, surface_shading_normal(hit)),
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secondaryIsReflection
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);
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let secondaryThroughput = select(
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surface_delta_transmission_throughput(hit, continuationViewDirection),
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surface_delta_reflection_throughput(hit, continuationViewDirection),
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secondaryIsReflection
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) * segmentTransmittance;
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let secondaryStack = select(
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transitioned_medium_stack(ray, hit),
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secondaryIsReflection
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);
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let secondaryDepth = select(
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transitioned_medium_stack_depth(ray, hit),
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secondaryIsReflection
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);
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let secondaryMedium = select(
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transmitted_medium_ref_id(ray, hit),
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secondaryIsReflection
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);
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nextQueue[secondaryIndex] = RayRecord(
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ray.rayId,
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ray.sourcePixelId,
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ray.sampleId,
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ray.bounce + 1u,
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secondaryMedium,
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scatter.flags,
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secondaryDepth,
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vec4<f32>(
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offset_origin(
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secondaryDirection
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),
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),
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vec4<f32>(secondaryDirection, 0.0),
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vec4<f32>(ray.throughput.xyz * secondaryThroughput, scatter.pdf),
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secondaryStack
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}
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}
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// One continuation per incoming path keeps the tile queue bounded and gives
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// each accumulation/deferred record a single writer. The selected dielectric
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// lobe is probability-weighted; a sibling must never be silently dropped.
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}
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@compute @workgroup_size(1)
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scatter: ScatterResult
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) -> vec3<f32> {
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if ((scatter.flags & RAY_FLAG_DELTA_SAMPLE) != 0u) {
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let refractive = hit.materialKind == 2u || hit.materialKind == 3u || hit.materialExtension.z > 0.001;
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let eta = select(max(hit.material.w, 1.01), 1.0 / max(hit.material.w, 1.01), hit.frontFace == 1u);
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}
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}
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if (scatter.lobeKind == SCATTER_LOBE_DELTA_TRANSMISSION) {
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}
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return surface_delta_reflection_throughput(hit, viewDirection);
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return surface_delta_reflection_throughput(hit, viewDirection) / scatter.pdf;
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}
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if (scatter.pdf <= 0.000001) {
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return vec3<f32>(0.0);
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tanHalfFovY
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});
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}
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function updateWavefrontCameraConfig(config, camera) {
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return Object.freeze({
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...config,
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camera: resolveCamera(camera, config.width, config.height)
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});
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}
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function estimateWavefrontPathTracingMemory(options = {}) {
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const width = readPositiveInteger2("width", options.width, DEFAULT_WIDTH);
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const height = readPositiveInteger2("height", options.height, DEFAULT_HEIGHT);
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function updateCamera(cameraOptions = {}) {
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progressive?.reset();
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activeCameraOptions = cameraOptions;
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config =
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config = updateWavefrontCameraConfig(config, cameraOptions);
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return config;
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}
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function getSnapshot() {
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