@rosetears/aili-pi 0.1.0

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.
Files changed (531) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +109 -0
  3. package/THIRD_PARTY_NOTICES.md +64 -0
  4. package/extensions/index.ts +6 -0
  5. package/install.sh +5 -0
  6. package/manifests/adapter-evidence.json +45 -0
  7. package/manifests/capabilities.json +124 -0
  8. package/manifests/live-verification.json +26 -0
  9. package/manifests/provenance.json +71 -0
  10. package/manifests/roles.json +474 -0
  11. package/manifests/sbom.json +7797 -0
  12. package/manifests/skill-compatibility.json +8100 -0
  13. package/manifests/subagent-provenance.json +37 -0
  14. package/package.json +91 -0
  15. package/prompts/build.md +8 -0
  16. package/prompts/define.md +8 -0
  17. package/prompts/ideate.md +8 -0
  18. package/prompts/local-review.md +8 -0
  19. package/prompts/ship.md +8 -0
  20. package/roles/agent-evaluator.md +47 -0
  21. package/roles/ai-regression-scout.md +47 -0
  22. package/roles/browser-qa-runner.md +47 -0
  23. package/roles/code-reviewer.md +47 -0
  24. package/roles/code-scout.md +47 -0
  25. package/roles/convergence-reviewer.md +55 -0
  26. package/roles/doc-researcher.md +47 -0
  27. package/roles/e2e-artifact-runner.md +47 -0
  28. package/roles/implementer.md +47 -0
  29. package/roles/opensource-sanitizer.md +47 -0
  30. package/roles/plan-auditor.md +47 -0
  31. package/roles/pr-test-analyzer.md +47 -0
  32. package/roles/security-auditor.md +47 -0
  33. package/roles/silent-failure-reviewer.md +47 -0
  34. package/roles/spec-miner.md +47 -0
  35. package/roles/test-coverage-reviewer.md +47 -0
  36. package/roles/test-engineer.md +48 -0
  37. package/roles/web-performance-auditor.md +47 -0
  38. package/roles/web-researcher.md +47 -0
  39. package/scripts/apply-adapter-evidence.ts +73 -0
  40. package/scripts/bootstrap.sh +180 -0
  41. package/scripts/generate-provenance.ts +143 -0
  42. package/scripts/local-package-e2e.ts +51 -0
  43. package/scripts/sync-roles.ts +213 -0
  44. package/scripts/sync-skills.ts +356 -0
  45. package/scripts/validate-runtime.ts +11 -0
  46. package/skills/academic-paper-review/SKILL.md +81 -0
  47. package/skills/agents-md-initialization/SKILL.md +121 -0
  48. package/skills/agents-md-initialization/references/agents-template.md +83 -0
  49. package/skills/agents-md-initialization/references/agents_md.py +215 -0
  50. package/skills/ai-regression-scout/SKILL.md +24 -0
  51. package/skills/aili-delivery-flow/SKILL.md +125 -0
  52. package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
  53. package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
  54. package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
  55. package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
  56. package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
  57. package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
  58. package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
  59. package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
  60. package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
  61. package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
  62. package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
  63. package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
  64. package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
  65. package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
  66. package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
  67. package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
  68. package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
  69. package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
  70. package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
  71. package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
  72. package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
  73. package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
  74. package/skills/android-native-dev/SKILL.md +722 -0
  75. package/skills/android-native-dev/references/accessibility.md +209 -0
  76. package/skills/android-native-dev/references/adaptive-screens.md +231 -0
  77. package/skills/android-native-dev/references/design-style-guide.md +365 -0
  78. package/skills/android-native-dev/references/functional-requirements.md +229 -0
  79. package/skills/android-native-dev/references/motion-system.md +203 -0
  80. package/skills/android-native-dev/references/performance-stability.md +223 -0
  81. package/skills/android-native-dev/references/privacy-security.md +244 -0
  82. package/skills/android-native-dev/references/testing.md +554 -0
  83. package/skills/android-native-dev/references/visual-design.md +246 -0
  84. package/skills/api-and-interface-design/SKILL.md +318 -0
  85. package/skills/browser-qa/SKILL.md +32 -0
  86. package/skills/browser-testing-with-devtools/SKILL.md +323 -0
  87. package/skills/build-failure-repair/SKILL.md +49 -0
  88. package/skills/chart-visualization/SKILL.md +73 -0
  89. package/skills/ci-cd-and-automation/SKILL.md +353 -0
  90. package/skills/code-review-and-quality/SKILL.md +375 -0
  91. package/skills/code-review-quality-gates/SKILL.md +132 -0
  92. package/skills/code-simplification/SKILL.md +371 -0
  93. package/skills/comment-accuracy-review/SKILL.md +37 -0
  94. package/skills/consulting-analysis/SKILL.md +69 -0
  95. package/skills/context-engineering/SKILL.md +375 -0
  96. package/skills/coverage-review/SKILL.md +24 -0
  97. package/skills/data-analysis/SKILL.md +74 -0
  98. package/skills/deprecation-and-migration/SKILL.md +222 -0
  99. package/skills/documentation-and-adrs/SKILL.md +330 -0
  100. package/skills/e2e-artifact-handling/SKILL.md +30 -0
  101. package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
  102. package/skills/explain-by-allegory/SKILL.md +99 -0
  103. package/skills/flutter-dev/SKILL.md +162 -0
  104. package/skills/flutter-dev/references/animations.md +497 -0
  105. package/skills/flutter-dev/references/bloc-state.md +281 -0
  106. package/skills/flutter-dev/references/forms.md +656 -0
  107. package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
  108. package/skills/flutter-dev/references/localization.md +510 -0
  109. package/skills/flutter-dev/references/networking.md +566 -0
  110. package/skills/flutter-dev/references/performance.md +305 -0
  111. package/skills/flutter-dev/references/platform-specific.md +417 -0
  112. package/skills/flutter-dev/references/project-structure.md +273 -0
  113. package/skills/flutter-dev/references/riverpod-state.md +232 -0
  114. package/skills/flutter-dev/references/testing.md +364 -0
  115. package/skills/flutter-dev/references/widget-patterns.md +233 -0
  116. package/skills/frontend-dev/SKILL.md +468 -0
  117. package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
  118. package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
  119. package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
  120. package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
  121. package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
  122. package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
  123. package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
  124. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
  125. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
  126. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
  127. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
  128. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
  129. package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
  130. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
  131. package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
  132. package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
  133. package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
  134. package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
  135. package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
  136. package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
  137. package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
  138. package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
  139. package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
  140. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
  141. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
  142. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
  143. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
  144. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
  145. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
  146. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
  147. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
  148. package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
  149. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
  150. package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
  151. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
  152. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
  153. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
  154. package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
  155. package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
  156. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
  157. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
  158. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
  159. package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
  160. package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
  161. package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
  162. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
  163. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
  164. package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
  165. package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
  166. package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
  167. package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
  168. package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
  169. package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
  170. package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
  171. package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
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  173. package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
  174. package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
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  176. package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
  177. package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
  178. package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
  179. package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
  180. package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
  181. package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
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  183. package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
  184. package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
  185. package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
  186. package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
  187. package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
  188. package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
  189. package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
  190. package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
  191. package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
  192. package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
  193. package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
  194. package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
  195. package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
  196. package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
  197. package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
  198. package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
  199. package/skills/frontend-dev/references/env-setup.md +33 -0
  200. package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
  201. package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
  202. package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
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  204. package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
  205. package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
  206. package/skills/frontend-dev/references/motion-recipes.md +407 -0
  207. package/skills/frontend-dev/references/troubleshooting.md +85 -0
  208. package/skills/frontend-dev/scripts/minimax_image.py +137 -0
  209. package/skills/frontend-dev/scripts/minimax_music.py +157 -0
  210. package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
  211. package/skills/frontend-dev/scripts/minimax_video.py +187 -0
  212. package/skills/frontend-dev/templates/generator_template.js +223 -0
  213. package/skills/frontend-dev/templates/viewer.html +599 -0
  214. package/skills/frontend-ui-engineering/SKILL.md +367 -0
  215. package/skills/fullstack-dev/SKILL.md +819 -0
  216. package/skills/fullstack-dev/references/api-design.md +444 -0
  217. package/skills/fullstack-dev/references/auth-flow.md +165 -0
  218. package/skills/fullstack-dev/references/db-schema.md +706 -0
  219. package/skills/fullstack-dev/references/django-best-practices.md +466 -0
  220. package/skills/fullstack-dev/references/environment-management.md +78 -0
  221. package/skills/fullstack-dev/references/release-checklist.md +278 -0
  222. package/skills/fullstack-dev/references/technology-selection.md +254 -0
  223. package/skills/fullstack-dev/references/testing-strategy.md +404 -0
  224. package/skills/git-workflow-and-versioning/SKILL.md +446 -0
  225. package/skills/github-evidence-triage/SKILL.md +115 -0
  226. package/skills/harness-evolution/SKILL.md +59 -0
  227. package/skills/harness-evolution/references/activation-matrix.md +13 -0
  228. package/skills/harness-evolution/references/approval-policy.md +20 -0
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  232. package/skills/harness-issue-triage/SKILL.md +72 -0
  233. package/skills/harness-issue-triage/references/component-diagnosis.md +25 -0
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  236. package/skills/idea-refine/SKILL.md +191 -0
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  519. package/src/runtime/contracts.ts +9 -0
  520. package/src/runtime/doctor.ts +134 -0
  521. package/src/runtime/global-resources.ts +152 -0
  522. package/src/runtime/index.ts +23 -0
  523. package/src/runtime/lifecycle.ts +19 -0
  524. package/src/runtime/native-integrations.ts +44 -0
  525. package/src/runtime/path-boundaries.ts +69 -0
  526. package/src/runtime/registry.ts +213 -0
  527. package/src/runtime/roles.ts +64 -0
  528. package/src/runtime/rose-context.ts +24 -0
  529. package/src/runtime/subagents.ts +426 -0
  530. package/templates/APPEND_SYSTEM.md +12 -0
  531. package/upstream/aili-workflows.lock.json +3226 -0
@@ -0,0 +1,623 @@
1
+ Path tracing requires multi-pass rendering: Buffer A traces and accumulates samples each frame (iChannel0=self), Image Pass reads accumulated data and applies tone mapping for display. Below is the JS skeleton for standalone HTML:
2
+
3
+ ### Standalone HTML Multi-Pass Template (Ping-Pong Accumulation)
4
+
5
+ ```html
6
+ <!DOCTYPE html>
7
+ <html>
8
+ <head>
9
+ <meta charset="utf-8">
10
+ <title>Path Tracer</title>
11
+ <style>
12
+ body { margin: 0; overflow: hidden; background: #000; }
13
+ canvas { display: block; width: 100vw; height: 100vh; }
14
+ </style>
15
+ </head>
16
+ <body>
17
+ <canvas id="c"></canvas>
18
+ <script>
19
+ let frameCount = 0;
20
+ let mouse = [0, 0, 0, 0];
21
+
22
+ const canvas = document.getElementById('c');
23
+ const gl = canvas.getContext('webgl2');
24
+ const ext = gl.getExtension('EXT_color_buffer_float');
25
+
26
+ function createShader(type, src) {
27
+ const s = gl.createShader(type);
28
+ gl.shaderSource(s, src);
29
+ gl.compileShader(s);
30
+ if (!gl.getShaderParameter(s, gl.COMPILE_STATUS))
31
+ console.error(gl.getShaderInfoLog(s));
32
+ return s;
33
+ }
34
+ function createProgram(vsSrc, fsSrc) {
35
+ const p = gl.createProgram();
36
+ gl.attachShader(p, createShader(gl.VERTEX_SHADER, vsSrc));
37
+ gl.attachShader(p, createShader(gl.FRAGMENT_SHADER, fsSrc));
38
+ gl.linkProgram(p);
39
+ return p;
40
+ }
41
+
42
+ const vsSource = `#version 300 es
43
+ in vec2 pos;
44
+ void main(){ gl_Position=vec4(pos,0,1); }`;
45
+
46
+ // fsBuffer: path tracing + accumulation (see "Complete Code Template - Buffer A" below)
47
+ // fsImage: ACES tone mapping + gamma (see "Complete Code Template - Image Pass" below)
48
+ const progBuf = createProgram(vsSource, fsBuffer);
49
+ const progImg = createProgram(vsSource, fsImage);
50
+
51
+ function createFBO(w, h) {
52
+ const tex = gl.createTexture();
53
+ gl.bindTexture(gl.TEXTURE_2D, tex);
54
+ // Key: check float texture extension, fall back to RGBA8 if not supported
55
+ // Path tracing accumulation needs high precision, but RGBA8 works too (with slight banding)
56
+ const fmt = ext ? gl.RGBA16F : gl.RGBA;
57
+ const typ = ext ? gl.FLOAT : gl.UNSIGNED_BYTE;
58
+ gl.texImage2D(gl.TEXTURE_2D, 0, fmt, w, h, 0, gl.RGBA, typ, null);
59
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
60
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
61
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
62
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
63
+ const fbo = gl.createFramebuffer();
64
+ gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
65
+ gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
66
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
67
+ return { fbo, tex };
68
+ }
69
+
70
+ let W, H, bufA, bufB;
71
+
72
+ const vao = gl.createVertexArray();
73
+ gl.bindVertexArray(vao);
74
+ const vbo = gl.createBuffer();
75
+ gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
76
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,-1, 1,-1, -1,1, 1,1]), gl.STATIC_DRAW);
77
+ gl.enableVertexAttribArray(0);
78
+ gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
79
+
80
+ function resize() {
81
+ canvas.width = W = innerWidth;
82
+ canvas.height = H = innerHeight;
83
+ bufA = createFBO(W, H);
84
+ bufB = createFBO(W, H);
85
+ frameCount = 0;
86
+ }
87
+ addEventListener('resize', resize);
88
+ resize();
89
+
90
+ canvas.addEventListener('mousedown', e => { mouse[2] = e.clientX; mouse[3] = H - e.clientY; });
91
+ canvas.addEventListener('mouseup', () => { mouse[2] = 0; mouse[3] = 0; });
92
+ canvas.addEventListener('mousemove', e => { mouse[0] = e.clientX; mouse[1] = H - e.clientY; });
93
+
94
+ function render(t) {
95
+ t *= 0.001;
96
+ // Buffer pass: read bufA (previous frame accumulation) -> write bufB (current frame accumulation)
97
+ gl.useProgram(progBuf);
98
+ gl.bindFramebuffer(gl.FRAMEBUFFER, bufB.fbo);
99
+ gl.viewport(0, 0, W, H);
100
+ gl.activeTexture(gl.TEXTURE0);
101
+ gl.bindTexture(gl.TEXTURE_2D, bufA.tex);
102
+ gl.uniform1i(gl.getUniformLocation(progBuf, 'iChannel0'), 0);
103
+ gl.uniform2f(gl.getUniformLocation(progBuf, 'iResolution'), W, H);
104
+ gl.uniform1f(gl.getUniformLocation(progBuf, 'iTime'), t);
105
+ gl.uniform1i(gl.getUniformLocation(progBuf, 'iFrame'), frameCount);
106
+ gl.uniform4f(gl.getUniformLocation(progBuf, 'iMouse'), ...mouse);
107
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
108
+ [bufA, bufB] = [bufB, bufA];
109
+
110
+ // Image pass: read bufA (accumulated result) -> screen (tone mapped)
111
+ gl.useProgram(progImg);
112
+ gl.bindFramebuffer(gl.FRAMEBUFFER, null);
113
+ gl.viewport(0, 0, W, H);
114
+ gl.activeTexture(gl.TEXTURE0);
115
+ gl.bindTexture(gl.TEXTURE_2D, bufA.tex);
116
+ gl.uniform1i(gl.getUniformLocation(progImg, 'iChannel0'), 0);
117
+ gl.uniform2f(gl.getUniformLocation(progImg, 'iResolution'), W, H);
118
+ gl.uniform1f(gl.getUniformLocation(progImg, 'iTime'), t);
119
+ gl.uniform1i(gl.getUniformLocation(progImg, 'iFrame'), frameCount);
120
+ gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
121
+
122
+ frameCount++;
123
+ requestAnimationFrame(render);
124
+ }
125
+ requestAnimationFrame(render);
126
+ </script>
127
+ </body>
128
+ </html>
129
+ ```
130
+
131
+ # Path Tracing & Global Illumination
132
+
133
+ ## Use Cases
134
+ - Physically accurate global illumination: indirect lighting, color bleeding, caustics
135
+ - Complex light transport with reflection, refraction, and diffuse interreflection
136
+ - Progressive high-quality rendering with multi-frame accumulation in ShaderToy
137
+ - Scenes requiring precise light interactions such as Cornell Box and glassware
138
+
139
+ ## Core Principles
140
+
141
+ Path tracing solves the rendering equation via Monte Carlo methods. For each pixel, a ray is cast from the camera and bounced through the scene; at each bounce: intersect -> shade -> sample next direction -> accumulate contribution.
142
+
143
+ Core formulas:
144
+ - **Rendering equation**: $L_o = L_e + \int f_r \cdot L_i \cdot \cos\theta \, d\omega$
145
+ - **MC estimate**: $L \approx \frac{1}{N} \sum \frac{f_r \cdot L_i \cdot \cos\theta}{p(\omega)}$
146
+ - **Schlick Fresnel**: $F = F_0 + (1 - F_0)(1 - \cos\theta)^5$
147
+ - **Cosine-weighted PDF**: $p(\omega) = \cos\theta / \pi$
148
+
149
+ Use iterative loops instead of recursion: `acc` (accumulated radiance) and `throughput` (path attenuation) track path contributions.
150
+
151
+ ## Implementation Steps
152
+
153
+ ### Step 1: PRNG
154
+ ```glsl
155
+ // Integer hash (recommended, good quality)
156
+ int iSeed;
157
+ int irand() { iSeed = iSeed * 0x343fd + 0x269ec3; return (iSeed >> 16) & 32767; }
158
+ float frand() { return float(irand()) / 32767.0; }
159
+ void srand(ivec2 p, int frame) {
160
+ int n = frame;
161
+ n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589;
162
+ n += p.y;
163
+ n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589;
164
+ n += p.x;
165
+ n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589;
166
+ iSeed = n;
167
+ }
168
+
169
+ // Alternative: sin-hash (simpler)
170
+ float seed;
171
+ float rand() { return fract(sin(seed++) * 43758.5453123); }
172
+ ```
173
+
174
+ ### Step 2: Ray-Scene Intersection
175
+ ```glsl
176
+ // Analytic sphere intersection
177
+ struct Ray { vec3 o, d; };
178
+ struct Sphere { float r; vec3 p, e, c; int refl; };
179
+
180
+ float iSphere(Sphere s, Ray r) {
181
+ vec3 op = s.p - r.o;
182
+ float b = dot(op, r.d);
183
+ float det = b * b - dot(op, op) + s.r * s.r;
184
+ if (det < 0.) return 0.;
185
+ det = sqrt(det);
186
+ float t = b - det;
187
+ if (t > 1e-3) return t;
188
+ t = b + det;
189
+ return t > 1e-3 ? t : 0.;
190
+ }
191
+
192
+ // SDF ray marching (complex geometry)
193
+ float map(vec3 p) { /* return distance to nearest surface */ }
194
+ float raymarch(vec3 ro, vec3 rd, float tmax) {
195
+ float t = 0.01;
196
+ for (int i = 0; i < 256; i++) {
197
+ float h = map(ro + rd * t);
198
+ if (abs(h) < 0.0001 || t > tmax) break;
199
+ t += h;
200
+ }
201
+ return t;
202
+ }
203
+ vec3 calcNormal(vec3 p) {
204
+ vec2 e = vec2(0.0001, 0.);
205
+ return normalize(vec3(
206
+ map(p + e.xyy) - map(p - e.xyy),
207
+ map(p + e.yxy) - map(p - e.yxy),
208
+ map(p + e.yyx) - map(p - e.yyx)));
209
+ }
210
+ ```
211
+
212
+ ### Step 3: Cosine-Weighted Hemisphere Sampling
213
+ ```glsl
214
+ // fizzer method (most concise)
215
+ vec3 cosineDirection(vec3 n) {
216
+ float u = frand(), v = frand();
217
+ float a = 6.2831853 * v;
218
+ float b = 2.0 * u - 1.0;
219
+ vec3 dir = vec3(sqrt(1.0 - b * b) * vec2(cos(a), sin(a)), b);
220
+ return normalize(n + dir);
221
+ }
222
+
223
+ // ONB construction method (more intuitive)
224
+ vec3 cosineDirectionONB(vec3 n) {
225
+ vec2 r = vec2(frand(), frand());
226
+ vec3 u = normalize(cross(n, vec3(0., 1., 1.)));
227
+ vec3 v = cross(u, n);
228
+ float ra = sqrt(r.y);
229
+ return normalize(ra * cos(6.2831853 * r.x) * u + ra * sin(6.2831853 * r.x) * v + sqrt(1.0 - r.y) * n);
230
+ }
231
+ ```
232
+
233
+ ### Step 4: Materials and BRDF
234
+ ```glsl
235
+ #define MAT_DIFF 0
236
+ #define MAT_SPEC 1
237
+ #define MAT_REFR 2
238
+
239
+ // Diffuse: throughput *= albedo; dir = cosineDirection(nl)
240
+ // Specular: throughput *= albedo; dir = reflect(rd, n)
241
+
242
+ // Refraction (glass)
243
+ void handleDielectric(inout Ray r, vec3 n, vec3 x, float ior, vec3 albedo, inout vec3 mask) {
244
+ float a = dot(n, r.d), ddn = abs(a);
245
+ float nnt = mix(1.0 / ior, ior, float(a > 0.));
246
+ float cos2t = 1. - nnt * nnt * (1. - ddn * ddn);
247
+ r = Ray(x, reflect(r.d, n));
248
+ if (cos2t > 0.) {
249
+ vec3 tdir = normalize(r.d * nnt + sign(a) * n * (ddn * nnt + sqrt(cos2t)));
250
+ float R0 = (ior - 1.) * (ior - 1.) / ((ior + 1.) * (ior + 1.));
251
+ float c = 1. - mix(ddn, dot(tdir, n), float(a > 0.));
252
+ float Re = R0 + (1. - R0) * c * c * c * c * c;
253
+ float P = .25 + .5 * Re;
254
+ if (frand() < P) { mask *= Re / P; }
255
+ else { mask *= albedo * (1. - Re) / (1. - P); r = Ray(x, tdir); }
256
+ }
257
+ }
258
+ ```
259
+
260
+ ### Step 5: Direct Light Sampling (NEE)
261
+ ```glsl
262
+ // Spherical light solid angle sampling
263
+ vec3 coneSample(vec3 d, float phi, float sina, float cosa) {
264
+ vec3 w = normalize(d);
265
+ vec3 u = normalize(cross(w.yzx, w));
266
+ vec3 v = cross(w, u);
267
+ return (u * cos(phi) + v * sin(phi)) * sina + w * cosa;
268
+ }
269
+
270
+ // Called at diffuse shading points:
271
+ vec3 l0 = lightPos - x;
272
+ float cos_a_max = sqrt(1. - clamp(lightR * lightR / dot(l0, l0), 0., 1.));
273
+ float cosa = mix(cos_a_max, 1., frand());
274
+ vec3 l = coneSample(l0, 6.2831853 * frand(), sqrt(1. - cosa * cosa), cosa);
275
+ // After shadow test passes:
276
+ float omega = 6.2831853 * (1. - cos_a_max);
277
+ vec3 directLight = lightEmission * clamp(dot(l, nl), 0., 1.) * omega / PI;
278
+ ```
279
+
280
+ ### Step 6: Path Tracing Main Loop
281
+ ```glsl
282
+ #define MAX_BOUNCES 8
283
+
284
+ vec3 pathtrace(Ray r) {
285
+ vec3 acc = vec3(0.), throughput = vec3(1.);
286
+ for (int depth = 0; depth < MAX_BOUNCES; depth++) {
287
+ // 1. Intersect
288
+ float t; vec3 n, albedo, emission; int matType;
289
+ if (!intersectScene(r, t, n, albedo, emission, matType)) break;
290
+ vec3 x = r.o + r.d * t;
291
+ vec3 nl = dot(n, r.d) < 0. ? n : -n;
292
+
293
+ // 2. Accumulate self-emission
294
+ acc += throughput * emission;
295
+
296
+ // 3. Russian roulette (starting from bounce 3)
297
+ if (depth > 2) {
298
+ float p = max(throughput.r, max(throughput.g, throughput.b));
299
+ if (frand() > p) break;
300
+ throughput /= p;
301
+ }
302
+
303
+ // 4. Material branching
304
+ if (matType == MAT_DIFF) {
305
+ acc += throughput * directLighting(x, nl, albedo, ...); // NEE
306
+ throughput *= albedo;
307
+ r = Ray(x + nl * 1e-3, cosineDirection(nl));
308
+ } else if (matType == MAT_SPEC) {
309
+ throughput *= albedo;
310
+ r = Ray(x + nl * 1e-3, reflect(r.d, n));
311
+ } else {
312
+ handleDielectric(r, n, x, 1.5, albedo, throughput);
313
+ }
314
+ }
315
+ return acc;
316
+ }
317
+ ```
318
+
319
+ ### Step 7: Progressive Accumulation and Display
320
+ ```glsl
321
+ // Buffer A: path tracing + accumulation
322
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
323
+ srand(ivec2(fragCoord), iFrame);
324
+ // ... camera setup, ray generation ...
325
+ vec3 color = pathtrace(ray);
326
+ vec4 prev = texelFetch(iChannel0, ivec2(fragCoord), 0);
327
+ if (iFrame == 0) prev = vec4(0.);
328
+ fragColor = prev + vec4(color, 1.0);
329
+ }
330
+
331
+ // Image Pass: ACES tone mapping + Gamma
332
+ vec3 ACES(vec3 x) {
333
+ float a = 2.51, b = 0.03, c = 2.43, d = 0.59, e = 0.14;
334
+ return (x * (a * x + b)) / (x * (c * x + d) + e);
335
+ }
336
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
337
+ vec4 data = texelFetch(iChannel0, ivec2(fragCoord), 0);
338
+ vec3 col = data.rgb / max(data.a, 1.0);
339
+ col = ACES(col);
340
+ col = pow(clamp(col, 0., 1.), vec3(1.0 / 2.2));
341
+ vec2 uv = fragCoord / iResolution.xy;
342
+ col *= 0.5 + 0.5 * pow(16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y), 0.1);
343
+ fragColor = vec4(col, 1.0);
344
+ }
345
+ ```
346
+
347
+ ## Complete Code Template
348
+
349
+ ShaderToy dual pass: Buffer A (path tracing + accumulation, iChannel0=self), Image (display).
350
+
351
+ **Buffer A:**
352
+ ```glsl
353
+ #define PI 3.14159265359
354
+ #define MAX_BOUNCES 6
355
+ #define SAMPLES_PER_FRAME 2
356
+ #define NUM_SPHERES 9
357
+ #define IOR_GLASS 1.5
358
+ #define ENABLE_NEE
359
+
360
+ #define MAT_DIFF 0
361
+ #define MAT_SPEC 1
362
+ #define MAT_REFR 2
363
+
364
+ int iSeed;
365
+ int irand() { iSeed = iSeed * 0x343fd + 0x269ec3; return (iSeed >> 16) & 32767; }
366
+ float frand() { return float(irand()) / 32767.0; }
367
+ void srand(ivec2 p, int frame) {
368
+ int n = frame;
369
+ n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589;
370
+ n += p.y;
371
+ n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589;
372
+ n += p.x;
373
+ n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589;
374
+ iSeed = n;
375
+ }
376
+
377
+ struct Ray { vec3 o, d; };
378
+ struct Sphere { float r; vec3 p, e, c; int refl; };
379
+
380
+ Sphere spheres[NUM_SPHERES];
381
+ void initScene() {
382
+ spheres[0] = Sphere(1e5, vec3(-1e5+1., 40.8, 81.6), vec3(0.), vec3(.75,.25,.25), MAT_DIFF);
383
+ spheres[1] = Sphere(1e5, vec3( 1e5+99., 40.8, 81.6), vec3(0.), vec3(.25,.25,.75), MAT_DIFF);
384
+ spheres[2] = Sphere(1e5, vec3(50., 40.8, -1e5), vec3(0.), vec3(.75), MAT_DIFF);
385
+ spheres[3] = Sphere(1e5, vec3(50., 40.8, 1e5+170.), vec3(0.), vec3(0.), MAT_DIFF);
386
+ spheres[4] = Sphere(1e5, vec3(50., -1e5, 81.6), vec3(0.), vec3(.75), MAT_DIFF);
387
+ spheres[5] = Sphere(1e5, vec3(50., 1e5+81.6, 81.6), vec3(0.), vec3(.75), MAT_DIFF);
388
+ spheres[6] = Sphere(16.5, vec3(27., 16.5, 47.), vec3(0.), vec3(1.), MAT_SPEC);
389
+ spheres[7] = Sphere(16.5, vec3(73., 16.5, 78.), vec3(0.), vec3(.7,1.,.9), MAT_REFR);
390
+ spheres[8] = Sphere(600., vec3(50., 681.33, 81.6), vec3(12.), vec3(0.), MAT_DIFF);
391
+ }
392
+
393
+ float iSphere(Sphere s, Ray r) {
394
+ vec3 op = s.p - r.o;
395
+ float b = dot(op, r.d);
396
+ float det = b * b - dot(op, op) + s.r * s.r;
397
+ if (det < 0.) return 0.;
398
+ det = sqrt(det);
399
+ float t = b - det;
400
+ if (t > 1e-3) return t;
401
+ t = b + det;
402
+ return t > 1e-3 ? t : 0.;
403
+ }
404
+
405
+ int intersect(Ray r, out float t, out Sphere s, int avoid) {
406
+ int id = -1; t = 1e5;
407
+ for (int i = 0; i < NUM_SPHERES; ++i) {
408
+ float d = iSphere(spheres[i], r);
409
+ if (i != avoid && d > 0. && d < t) { t = d; id = i; s = spheres[i]; }
410
+ }
411
+ return id;
412
+ }
413
+
414
+ vec3 cosineDirection(vec3 n) {
415
+ float u = frand(), v = frand();
416
+ float a = 6.2831853 * v;
417
+ float b = 2.0 * u - 1.0;
418
+ vec3 dir = vec3(sqrt(1.0 - b * b) * vec2(cos(a), sin(a)), b);
419
+ return normalize(n + dir);
420
+ }
421
+
422
+ vec3 coneSample(vec3 d, float phi, float sina, float cosa) {
423
+ vec3 w = normalize(d);
424
+ vec3 u = normalize(cross(w.yzx, w));
425
+ vec3 v = cross(w, u);
426
+ return (u * cos(phi) + v * sin(phi)) * sina + w * cosa;
427
+ }
428
+
429
+ vec3 radiance(Ray r) {
430
+ vec3 acc = vec3(0.), mask = vec3(1.);
431
+ int id = -1;
432
+ for (int depth = 0; depth < MAX_BOUNCES; ++depth) {
433
+ float t; Sphere obj;
434
+ if ((id = intersect(r, t, obj, id)) < 0) break;
435
+ vec3 x = r.o + r.d * t;
436
+ vec3 n = normalize(x - obj.p);
437
+ vec3 nl = n * sign(-dot(n, r.d));
438
+
439
+ if (depth > 3) {
440
+ float p = max(obj.c.r, max(obj.c.g, obj.c.b));
441
+ if (frand() > p) { acc += mask * obj.e; break; }
442
+ mask /= p;
443
+ }
444
+
445
+ if (obj.refl == MAT_DIFF) {
446
+ vec3 d = cosineDirection(nl);
447
+ vec3 e = vec3(0.);
448
+ #ifdef ENABLE_NEE
449
+ {
450
+ Sphere ls = spheres[8];
451
+ vec3 l0 = ls.p - x;
452
+ float cos_a_max = sqrt(1. - clamp(ls.r * ls.r / dot(l0, l0), 0., 1.));
453
+ float cosa = mix(cos_a_max, 1., frand());
454
+ vec3 l = coneSample(l0, 6.2831853 * frand(), sqrt(1. - cosa * cosa), cosa);
455
+ float st; Sphere dummy;
456
+ if (intersect(Ray(x, l), st, dummy, id) == 8) {
457
+ float omega = 6.2831853 * (1. - cos_a_max);
458
+ e = ls.e * clamp(dot(l, nl), 0., 1.) * omega / PI;
459
+ }
460
+ }
461
+ #endif
462
+ acc += mask * obj.e + mask * obj.c * e;
463
+ mask *= obj.c;
464
+ r = Ray(x + nl * 1e-3, d);
465
+ } else if (obj.refl == MAT_SPEC) {
466
+ acc += mask * obj.e;
467
+ mask *= obj.c;
468
+ r = Ray(x + nl * 1e-3, reflect(r.d, n));
469
+ } else {
470
+ acc += mask * obj.e;
471
+ float a = dot(n, r.d), ddn = abs(a);
472
+ float nc = 1., nt = IOR_GLASS;
473
+ float nnt = mix(nc / nt, nt / nc, float(a > 0.));
474
+ float cos2t = 1. - nnt * nnt * (1. - ddn * ddn);
475
+ r = Ray(x, reflect(r.d, n));
476
+ if (cos2t > 0.) {
477
+ vec3 tdir = normalize(r.d * nnt + sign(a) * n * (ddn * nnt + sqrt(cos2t)));
478
+ float R0 = (nt - nc) * (nt - nc) / ((nt + nc) * (nt + nc));
479
+ float c = 1. - mix(ddn, dot(tdir, n), float(a > 0.));
480
+ float Re = R0 + (1. - R0) * c * c * c * c * c;
481
+ float P = .25 + .5 * Re;
482
+ if (frand() < P) { mask *= Re / P; }
483
+ else { mask *= obj.c * (1. - Re) / (1. - P); r = Ray(x, tdir); }
484
+ }
485
+ }
486
+ }
487
+ return acc;
488
+ }
489
+
490
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
491
+ initScene();
492
+ srand(ivec2(fragCoord), iFrame);
493
+ vec2 uv = 2. * fragCoord / iResolution.xy - 1.;
494
+ vec3 camPos = vec3(50., 40.8, 169.);
495
+ vec3 cz = normalize(vec3(50., 40., 81.6) - camPos);
496
+ vec3 cx = vec3(1., 0., 0.);
497
+ vec3 cy = normalize(cross(cx, cz));
498
+ cx = cross(cz, cy);
499
+ vec3 color = vec3(0.);
500
+ for (int i = 0; i < SAMPLES_PER_FRAME; i++) {
501
+ vec2 jitter = vec2(frand(), frand()) - 0.5;
502
+ vec2 suv = uv + jitter * 2.0 / iResolution.xy;
503
+ float fov = 0.53135;
504
+ vec3 rd = normalize(fov * (iResolution.x / iResolution.y * suv.x * cx + suv.y * cy) + cz);
505
+ color += radiance(Ray(camPos, rd));
506
+ }
507
+ vec4 prev = texelFetch(iChannel0, ivec2(fragCoord), 0);
508
+ if (iFrame == 0) prev = vec4(0.);
509
+ fragColor = prev + vec4(color, float(SAMPLES_PER_FRAME));
510
+ }
511
+ ```
512
+
513
+ **Image Pass** (iChannel0 = Buffer A):
514
+ ```glsl
515
+ vec3 ACES(vec3 x) {
516
+ float a = 2.51, b = 0.03, c = 2.43, d = 0.59, e = 0.14;
517
+ return (x * (a * x + b)) / (x * (c * x + d) + e);
518
+ }
519
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
520
+ vec4 data = texelFetch(iChannel0, ivec2(fragCoord), 0);
521
+ vec3 col = data.rgb / max(data.a, 1.0);
522
+ col = ACES(col);
523
+ col = pow(clamp(col, 0., 1.), vec3(1.0 / 2.2));
524
+ vec2 uv = fragCoord / iResolution.xy;
525
+ col *= 0.5 + 0.5 * pow(16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y), 0.1);
526
+ fragColor = vec4(col, 1.0);
527
+ }
528
+ ```
529
+
530
+ ## Common Variants
531
+
532
+ ### 1. SDF Scene Path Tracing
533
+ ```glsl
534
+ float map(vec3 p) {
535
+ float d = p.y + 0.5;
536
+ d = min(d, length(p - vec3(0., 0.4, 0.)) - 0.4);
537
+ return d;
538
+ }
539
+ float intersectScene(vec3 ro, vec3 rd, float tmax) {
540
+ float t = 0.01;
541
+ for (int i = 0; i < 128; i++) {
542
+ float h = map(ro + rd * t);
543
+ if (h < 0.0001 || t > tmax) break;
544
+ t += h;
545
+ }
546
+ return t < tmax ? t : -1.0;
547
+ }
548
+ ```
549
+
550
+ ### 2. Disney BRDF Path Tracing
551
+ ```glsl
552
+ struct Material { vec3 albedo; float metallic, roughness; };
553
+
554
+ float D_GGX(float a2, float NoH) {
555
+ float d = NoH * NoH * (a2 - 1.0) + 1.0;
556
+ return a2 / (PI * d * d);
557
+ }
558
+ float G_Smith(float NoV, float NoL, float a2) {
559
+ float g1 = (2.0 * NoV) / (NoV + sqrt(a2 + (1.0 - a2) * NoV * NoV));
560
+ float g2 = (2.0 * NoL) / (NoL + sqrt(a2 + (1.0 - a2) * NoL * NoL));
561
+ return g1 * g2;
562
+ }
563
+ vec3 SampleGGXVNDF(vec3 V, float ax, float ay, float r1, float r2) {
564
+ vec3 Vh = normalize(vec3(ax * V.x, ay * V.y, V.z));
565
+ float lensq = Vh.x * Vh.x + Vh.y * Vh.y;
566
+ vec3 T1 = lensq > 0. ? vec3(-Vh.y, Vh.x, 0) * inversesqrt(lensq) : vec3(1, 0, 0);
567
+ vec3 T2 = cross(Vh, T1);
568
+ float r = sqrt(r1), phi = 2.0 * PI * r2;
569
+ float t1 = r * cos(phi), t2 = r * sin(phi);
570
+ float s = 0.5 * (1.0 + Vh.z);
571
+ t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;
572
+ vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0., 1. - t1*t1 - t2*t2)) * Vh;
573
+ return normalize(vec3(ax * Nh.x, ay * Nh.y, max(0., Nh.z)));
574
+ }
575
+ ```
576
+
577
+ ### 3. Depth of Field
578
+ ```glsl
579
+ #define APERTURE 0.12
580
+ #define FOCUS_DIST 8.0
581
+
582
+ vec2 uniformDisk() {
583
+ vec2 r = vec2(frand(), frand());
584
+ return sqrt(r.y) * vec2(cos(6.2831853 * r.x), sin(6.2831853 * r.x));
585
+ }
586
+ // After generating the ray:
587
+ vec3 focalPoint = ro + rd * FOCUS_DIST;
588
+ vec3 offset = ca * vec3(uniformDisk() * APERTURE, 0.);
589
+ ro += offset;
590
+ rd = normalize(focalPoint - ro);
591
+ ```
592
+
593
+ ### 4. MIS (Multiple Importance Sampling)
594
+ ```glsl
595
+ float misWeight(float pdfA, float pdfB) {
596
+ float a2 = pdfA * pdfA, b2 = pdfB * pdfB;
597
+ return a2 / (a2 + b2);
598
+ }
599
+ // BRDF sample hits light -> misWeight(brdfPdf, lightPdf)
600
+ // Light sample -> misWeight(lightPdf, brdfPdf)
601
+ ```
602
+
603
+ ### 5. Volumetric Path Tracing (Participating Media)
604
+ ```glsl
605
+ vec3 transmittance = exp(-extinction * distance);
606
+ float scatterDist = -log(frand()) / extinctionMajorant;
607
+ if (scatterDist < hitDist) {
608
+ pos += ray.d * scatterDist;
609
+ ray.d = uniformSphereSample(); // or Henyey-Greenstein
610
+ throughput *= albedo;
611
+ }
612
+ ```
613
+
614
+ ## Performance & Composition
615
+
616
+ - 1-4 spp per frame + inter-frame accumulation for convergence; Russian roulette from bounce 3-4, survival probability = max throughput component
617
+ - NEE significantly accelerates small light sources; offset along normal by 1e-3~1e-4 or record hit ID to prevent self-intersection
618
+ - `min(color, 10.)` to prevent fireflies; SDF limited to 128-256 steps + reasonable tmax; integer hash preferred over sin-hash
619
+ - **Composition**: SDF modeling / HDR environment maps / Disney BRDF (GGX+VNDF) / volume rendering (Beer-Lambert) / spectral rendering (Sellmeier+CIE XYZ) / TAA (temporal reprojection)
620
+
621
+ ## Further Reading
622
+
623
+ For complete step-by-step tutorials, mathematical derivations, and advanced usage, see [reference](../reference/path-tracing-gi.md)