@plasius/gpu-renderer 0.2.6 → 0.2.7

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package/CHANGELOG.md CHANGED
@@ -23,7 +23,7 @@ All notable changes to this project will be documented in this file.
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  - **Security**
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  - (placeholder)
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- ## [0.2.6] - 2026-06-14
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+ ## [0.2.7] - 2026-06-15
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  - **Added**
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  - Added `updateCamera(...)` support for wavefront renderers so validation
@@ -60,6 +60,10 @@ All notable changes to this project will be documented in this file.
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  highlight proxy.
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  - Added ADR and design coverage for prefiltered HDRI, BRDF LUT, and MIS-based
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  environment lighting in the wavefront display-quality path.
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+ - Added ADR/design coverage and public contract support for authored volume
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+ transport so mesh materials can derive Beer-Lambert media from glTF-style
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+ attenuation inputs while preserving shell thickness in GPU material
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+ packing.
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  - Added adaptive `renderFrame(...)` sampling controls so callers can cap a
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  frame with `frameTimeBudgetMs`, guarantee a `minimumSamplesPerPixel`, and
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  inspect actual `renderedSamplesPerPixel` separately from the configured SPP
@@ -413,4 +417,4 @@ All notable changes to this project will be documented in this file.
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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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  [0.2.1]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.1
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- [0.2.6]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.6
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+ [0.2.7]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.7
package/README.md CHANGED
@@ -201,6 +201,15 @@ response now also samples reflection-aligned environment radiance so leather,
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  chrome, and other polished authored materials can read from the active
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  environment map or procedural sky instead of relying mostly on a sun-direction
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  proxy.
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+ Authored participating-media inputs can also enter through the same mesh path.
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+ A mesh may provide an explicit `medium` block or a glTF-style `material.volume`
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+ block with `thickness`, `attenuationColor`, and `attenuationDistance`; the
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+ renderer derives the medium-table entry, carries the active medium id on the
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+ GPU ray, and applies Beer-Lambert transmittance to travelled segments on the
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+ GPU. Thickness is now preserved in material packing for later shell-volume
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+ work, but the current renderer still tracks only one active medium id per ray
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+ and does not yet implement nested media, spectral dispersion, or a branching
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+ reflection/refraction tree.
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  `samplesPerPixel` controls how many GPU primary-ray samples are accumulated per
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  screen pixel within a single render. This multiplies dispatch work but does not