@plasius/gpu-renderer 0.2.6 → 0.2.7
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 +6 -2
- package/README.md +9 -0
- package/dist/index.cjs +414 -45
- package/dist/index.cjs.map +1 -1
- package/dist/index.js +414 -45
- package/dist/index.js.map +1 -1
- package/package.json +1 -1
- package/src/index.d.ts +56 -4
- package/src/wavefront-compute.js +465 -54
package/CHANGELOG.md
CHANGED
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@@ -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.
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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
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@@ -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
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@@ -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.
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[0.2.7]: https://github.com/Plasius-LTD/gpu-renderer/releases/tag/v0.2.7
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package/README.md
CHANGED
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@@ -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
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