@tinypoly/gpu-renderer 0.0.4 → 0.0.5

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Files changed (75) hide show
  1. package/ARCHITECTURE.md +22 -7
  2. package/README.md +1 -1
  3. package/dist/bvh.d.ts +11 -6
  4. package/dist/bvh.d.ts.map +1 -1
  5. package/dist/bvh.js +64 -11
  6. package/dist/bvh.js.map +1 -1
  7. package/dist/denoise.d.ts +7 -2
  8. package/dist/denoise.d.ts.map +1 -1
  9. package/dist/denoise.js +61 -21
  10. package/dist/denoise.js.map +1 -1
  11. package/dist/dispatchScheduler.d.ts +11 -4
  12. package/dist/dispatchScheduler.d.ts.map +1 -1
  13. package/dist/dispatchScheduler.js +14 -7
  14. package/dist/dispatchScheduler.js.map +1 -1
  15. package/dist/frameLayout.d.ts.map +1 -1
  16. package/dist/frameLayout.js +3 -0
  17. package/dist/frameLayout.js.map +1 -1
  18. package/dist/lights.d.ts +9 -1
  19. package/dist/lights.d.ts.map +1 -1
  20. package/dist/lights.js +9 -0
  21. package/dist/lights.js.map +1 -1
  22. package/dist/renderer.d.ts.map +1 -1
  23. package/dist/renderer.js +80 -22
  24. package/dist/renderer.js.map +1 -1
  25. package/dist/sceneUpload.d.ts +14 -1
  26. package/dist/sceneUpload.d.ts.map +1 -1
  27. package/dist/sceneUpload.js +21 -3
  28. package/dist/sceneUpload.js.map +1 -1
  29. package/dist/texturePack.d.ts +16 -4
  30. package/dist/texturePack.d.ts.map +1 -1
  31. package/dist/texturePack.js +61 -8
  32. package/dist/texturePack.js.map +1 -1
  33. package/dist/wgsl/bvh.wgsl.d.ts +8 -2
  34. package/dist/wgsl/bvh.wgsl.d.ts.map +1 -1
  35. package/dist/wgsl/bvh.wgsl.js +167 -96
  36. package/dist/wgsl/bvh.wgsl.js.map +1 -1
  37. package/dist/wgsl/common.wgsl.d.ts.map +1 -1
  38. package/dist/wgsl/common.wgsl.js +20 -7
  39. package/dist/wgsl/common.wgsl.js.map +1 -1
  40. package/dist/wgsl/lights.wgsl.d.ts +1 -1
  41. package/dist/wgsl/lights.wgsl.d.ts.map +1 -1
  42. package/dist/wgsl/lights.wgsl.js +3 -2
  43. package/dist/wgsl/lights.wgsl.js.map +1 -1
  44. package/dist/wgsl/pathTrace.wgsl.d.ts +1 -1
  45. package/dist/wgsl/pathTrace.wgsl.d.ts.map +1 -1
  46. package/dist/wgsl/pathTrace.wgsl.js +15 -1
  47. package/dist/wgsl/pathTrace.wgsl.js.map +1 -1
  48. package/dist/wgsl/random.wgsl.d.ts +1 -1
  49. package/dist/wgsl/random.wgsl.d.ts.map +1 -1
  50. package/dist/wgsl/random.wgsl.js +9 -17
  51. package/dist/wgsl/random.wgsl.js.map +1 -1
  52. package/dist/wgsl/surface.wgsl.d.ts +1 -1
  53. package/dist/wgsl/surface.wgsl.d.ts.map +1 -1
  54. package/dist/wgsl/surface.wgsl.js +26 -3
  55. package/dist/wgsl/surface.wgsl.js.map +1 -1
  56. package/dist/wgsl/texture.wgsl.d.ts +1 -1
  57. package/dist/wgsl/texture.wgsl.d.ts.map +1 -1
  58. package/dist/wgsl/texture.wgsl.js +10 -11
  59. package/dist/wgsl/texture.wgsl.js.map +1 -1
  60. package/package.json +1 -1
  61. package/src/bvh.ts +81 -12
  62. package/src/denoise.ts +66 -21
  63. package/src/dispatchScheduler.ts +16 -7
  64. package/src/frameLayout.ts +3 -0
  65. package/src/lights.ts +19 -1
  66. package/src/renderer.ts +92 -21
  67. package/src/sceneUpload.ts +32 -4
  68. package/src/texturePack.ts +80 -13
  69. package/src/wgsl/bvh.wgsl.ts +167 -96
  70. package/src/wgsl/common.wgsl.ts +20 -7
  71. package/src/wgsl/lights.wgsl.ts +3 -2
  72. package/src/wgsl/pathTrace.wgsl.ts +15 -1
  73. package/src/wgsl/random.wgsl.ts +9 -17
  74. package/src/wgsl/surface.wgsl.ts +26 -3
  75. package/src/wgsl/texture.wgsl.ts +10 -11
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@tinypoly/gpu-renderer",
3
- "version": "0.0.4",
3
+ "version": "0.0.5",
4
4
  "description": "WebGPU path tracer for Three.js scenes: BVH traversal, progressive accumulation and tone mapping in WGSL compute shaders.",
5
5
  "keywords": [
6
6
  "three",
package/src/bvh.ts CHANGED
@@ -1,15 +1,20 @@
1
1
  /**
2
- * Binned SAH bounding volume hierarchy, built straight into the layout the shader reads: eight words per node, the
3
- * first four a minimum corner and a left child or leaf start, the last four a maximum corner and a right child or
4
- * triangle count, matching `struct BvhNode` in `wgsl/bvh.wgsl.ts`.
2
+ * Binned SAH bounding volume hierarchy. It is built as a binary tree of boxes, eight words a node, and then laid out
3
+ * the way the shader reads it: each node holds the boxes of its two children, so one read tells the traversal both
4
+ * what it may enter and where to go, and a leaf is tested without being read at all. That is sixteen words a node,
5
+ * matching `struct BvhNode` in `wgsl/common.wgsl.ts`: per child a minimum corner and a link, then a maximum corner and
6
+ * a triangle count. A link of zero or more is the node to go to; a negative one is a leaf, `-1 - start` into `order`.
5
7
  *
6
8
  * The bounds are computed from the same `Float32Array` the shader traverses, so every corner is already a float and
7
9
  * needs no widening. Building from double precision positions, as the CPU renderer does, would need each minimum
8
10
  * rounded down and each maximum rounded up before they reach the GPU.
9
11
  */
10
12
 
11
- /** Words per node in the packed buffer. */
12
- export const NODE_WORDS = 8;
13
+ /** Words per node in the packed buffer: both children's corners, links and counts. */
14
+ export const NODE_WORDS = 16;
15
+
16
+ /** Words per node of the binary tree the builder works on: its own corners, and its children or its leaf. */
17
+ const BINARY_WORDS = 8;
13
18
 
14
19
  /** Triangles a leaf may hold. */
15
20
  const MAX_LEAF_SIZE = 4;
@@ -27,7 +32,10 @@ const TRAVERSAL_COST = 0.125;
27
32
  export const MAX_BVH_DEPTH = 32;
28
33
 
29
34
  export interface PackedBvh {
30
- /** `nodeCount * NODE_WORDS` words, read as floats for the corners and as signed integers for the links. */
35
+ /**
36
+ * `nodeCount * NODE_WORDS` words, read as floats for the corners and as signed integers for the links. Node zero
37
+ * holds the root's two children, or the root itself beside an empty child when the whole scene is one leaf.
38
+ */
31
39
  nodes: ArrayBuffer;
32
40
  nodeCount: number;
33
41
  /** Triangle indices in leaf order: a leaf covers `order[start] .. order[start + count - 1]`. */
@@ -66,15 +74,15 @@ export function buildBvh(positions: Float32Array, triangleCount: number): Packed
66
74
 
67
75
  const { min, max, centroid } = triangleBounds(positions, triangleCount);
68
76
  // The heuristic may split down to one triangle per leaf, so the pool starts at the common case and grows.
69
- let nodes = new ArrayBuffer(Math.max(4, Math.ceil(triangleCount / 2)) * NODE_WORDS * 4);
77
+ let nodes = new ArrayBuffer(Math.max(4, Math.ceil(triangleCount / 2)) * BINARY_WORDS * 4);
70
78
  let floats = new Float32Array(nodes);
71
79
  let ints = new Int32Array(nodes);
72
80
 
73
81
  const reserve = (needed: number) => {
74
- if (needed * NODE_WORDS * 4 <= nodes.byteLength) return;
82
+ if (needed * BINARY_WORDS * 4 <= nodes.byteLength) return;
75
83
 
76
- const grown = new ArrayBuffer(Math.max(needed, Math.ceil(nodes.byteLength / (NODE_WORDS * 4) * 1.6))
77
- * NODE_WORDS * 4);
84
+ const grown = new ArrayBuffer(Math.max(needed, Math.ceil(nodes.byteLength / (BINARY_WORDS * 4) * 1.6))
85
+ * BINARY_WORDS * 4);
78
86
 
79
87
  new Float32Array(grown).set(floats);
80
88
  nodes = grown;
@@ -132,7 +140,7 @@ export function buildBvh(positions: Float32Array, triangleCount: number): Packed
132
140
  if (value > cMaxZ) cMaxZ = value;
133
141
  }
134
142
 
135
- const word = node * NODE_WORDS;
143
+ const word = node * BINARY_WORDS;
136
144
 
137
145
  floats[word] = minX;
138
146
  floats[word + 1] = minY;
@@ -180,7 +188,68 @@ export function buildBvh(positions: Float32Array, triangleCount: number): Packed
180
188
  top += 2;
181
189
  }
182
190
 
183
- return { nodes: nodes.slice(0, nodeCount * NODE_WORDS * 4), nodeCount, order, maxDepth };
191
+ return { ...widen(floats, ints, nodeCount), order, maxDepth };
192
+ }
193
+
194
+ /**
195
+ * The binary tree laid out for the shader: one node per interior node of it, holding both children's boxes. Interior
196
+ * nodes are numbered depth first, left before right, so a node and the child it leads to tend to share a cache line.
197
+ */
198
+ function widen(floats: Float32Array, ints: Int32Array, binaryCount: number): { nodes: ArrayBuffer; nodeCount: number } {
199
+ const leaf = (node: number) => ints[node * BINARY_WORDS + 3] < 0;
200
+ const rootLeaf = leaf(0);
201
+ // A full binary tree has one fewer interior node than leaves; a single leaf still needs a node to stand in.
202
+ const nodeCount = rootLeaf ? 1 : (binaryCount - 1) / 2;
203
+ const nodes = new ArrayBuffer(nodeCount * NODE_WORDS * 4);
204
+ const outFloats = new Float32Array(nodes);
205
+ const outInts = new Int32Array(nodes);
206
+ const index = new Int32Array(binaryCount);
207
+
208
+ const writeChild = (word: number, child: number) => {
209
+ const from = child * BINARY_WORDS;
210
+
211
+ for (let axis = 0; axis < 3; axis++) {
212
+ outFloats[word + axis] = floats[from + axis];
213
+ outFloats[word + 4 + axis] = floats[from + 4 + axis];
214
+ }
215
+
216
+ outInts[word + 3] = leaf(child) ? ints[from + 3] : index[child];
217
+ outInts[word + 7] = leaf(child) ? ints[from + 7] : 0;
218
+ };
219
+
220
+ if (rootLeaf) {
221
+ writeChild(0, 0);
222
+
223
+ // A box at the far corner of the float range, which no ray reaches, around a leaf of nothing.
224
+ for (let axis = 0; axis < 3; axis++) outFloats[8 + axis] = outFloats[12 + axis] = 3.4028234663852886e38;
225
+
226
+ outInts[11] = -1;
227
+ outInts[15] = 0;
228
+
229
+ return { nodes, nodeCount };
230
+ }
231
+
232
+ const interior: number[] = [];
233
+ const pending = [0];
234
+
235
+ while (pending.length) {
236
+ const node = pending.pop() as number;
237
+
238
+ index[node] = interior.length;
239
+ interior.push(node);
240
+
241
+ const left = ints[node * BINARY_WORDS + 3], right = ints[node * BINARY_WORDS + 7];
242
+
243
+ if (!leaf(right)) pending.push(right);
244
+ if (!leaf(left)) pending.push(left);
245
+ }
246
+
247
+ interior.forEach((node, at) => {
248
+ writeChild(at * NODE_WORDS, ints[node * BINARY_WORDS + 3]);
249
+ writeChild(at * NODE_WORDS + 8, ints[node * BINARY_WORDS + 7]);
250
+ });
251
+
252
+ return { nodes, nodeCount };
184
253
  }
185
254
 
186
255
  /** Surface area, the cost the split heuristic weighs each side by. Empty bounds cost nothing. */
package/src/denoise.ts CHANGED
@@ -86,6 +86,10 @@ struct Params {
86
86
  @group(0) @binding(3) var<storage, read> specularIn: array<vec4<f32>>;
87
87
  @group(0) @binding(4) var<storage, read_write> diffuseOut: array<vec4<f32>>;
88
88
  @group(0) @binding(5) var<storage, read_write> specularOut: array<vec4<f32>>;
89
+ // The guides each tap compares, worked out once per pixel by prepare: the normal and the depth, then the roughness, or
90
+ // -1 where no sample has landed. The same numbers the accumulation gives, two reads a tap instead of four.
91
+ @group(0) @binding(6) var<storage, read_write> guides: array<vec4<f32>>;
92
+ @group(0) @binding(7) var<storage, read_write> roughnesses: array<f32>;
89
93
 
90
94
  fn luminance(color: vec3<f32>) -> f32 {
91
95
  return dot(color, vec3<f32>(0.2126, 0.7152, 0.0722));
@@ -153,10 +157,15 @@ fn prepare(@builtin(global_invocation_id) id: vec3<u32>) {
153
157
  if (count <= 0.0) {
154
158
  diffuseOut[index] = vec4<f32>(0.0);
155
159
  specularOut[index] = vec4<f32>(0.0);
160
+ guides[index] = vec4<f32>(0.0);
161
+ roughnesses[index] = -1.0;
156
162
 
157
163
  return;
158
164
  }
159
165
 
166
+ guides[index] = vec4<f32>(guideNormal(index), guideDepth(index));
167
+ roughnesses[index] = guideRoughness(index);
168
+
160
169
  let squares = accumulation[params.count + index];
161
170
  let diffuse = diffuseMean(index);
162
171
  let specular = specularMean(index);
@@ -269,9 +278,10 @@ fn atrous(@builtin(global_invocation_id) id: vec3<u32>) {
269
278
  return;
270
279
  }
271
280
 
272
- let normal = guideNormal(index);
273
- let depth = guideDepth(index);
274
- let roughness = guideRoughness(index);
281
+ let guide = guides[index];
282
+ let normal = guide.xyz;
283
+ let depth = guide.w;
284
+ let roughness = roughnesses[index];
275
285
  let diffuseSigma = params.edge * sqrt(max(localVariance(pixel, false), 0.0)) + 1e-6;
276
286
  let specularSigma = params.edge * sqrt(max(localVariance(pixel, true), 0.0)) + 1e-6;
277
287
  let radius = specularRadius(index, depth);
@@ -299,19 +309,23 @@ fn atrous(@builtin(global_invocation_id) id: vec3<u32>) {
299
309
  var ws = base;
300
310
 
301
311
  if (dx != 0 || dy != 0) {
302
- if (accumulation[other].w <= 0.0) {
312
+ let otherRoughness = roughnesses[other];
313
+
314
+ // No sample has landed there.
315
+ if (otherRoughness < 0.0) {
303
316
  continue;
304
317
  }
305
318
 
319
+ let otherGuide = guides[other];
306
320
  let offset = length(vec2<f32>(f32(dx * step), f32(dy * step)));
307
- let alignment = max(dot(normal, guideNormal(other)), 0.0);
308
- let depthWeight = exp(-abs(depth - guideDepth(other)) / (0.02 * depth * offset + 1e-3));
321
+ let alignment = max(dot(normal, otherGuide.xyz), 0.0);
322
+ let depthWeight = exp(-abs(depth - otherGuide.w) / (0.02 * depth * offset + 1e-3));
309
323
 
310
324
  wd = wd * pow(alignment, 128.0) * depthWeight
311
325
  * exp(-abs(luminance(d.rgb) - luminance(diffuseCenter.rgb)) / diffuseSigma);
312
326
 
313
327
  ws = ws * pow(alignment, specularPower) * depthWeight
314
- * exp(-abs(guideRoughness(other) - roughness) * 10.0)
328
+ * exp(-abs(otherRoughness - roughness) * 10.0)
315
329
  * exp(-abs(luminance(s.rgb) - luminance(specularCenter.rgb)) / specularSigma)
316
330
  * select(0.0, exp(-offset * offset / (radius * radius)), radius >= 0.5);
317
331
  }
@@ -381,8 +395,21 @@ export class DenoisePass {
381
395
  private readonly finish: GPUComputePipeline;
382
396
  /** One uniform per stage, so a whole denoise is a single submit. */
383
397
  private readonly params: GPUBuffer[];
384
- /** Two ping-pong pairs, diffuse and specular, and the output. */
398
+ /** Two ping-pong pairs, diffuse and specular, the output, then the guides and the roughness. */
385
399
  private buffers: GPUBuffer[] = [];
400
+ /** Bind groups by the buffers they bind, and a number for each buffer seen, which is what the key is made of. */
401
+ private readonly groups = new Map<string, GPUBindGroup>();
402
+ private readonly ids = new WeakMap<GPUBuffer, number>();
403
+ private nextId = 0;
404
+
405
+ private idOf(buffer: GPUBuffer): number {
406
+ let id = this.ids.get(buffer);
407
+
408
+ if (id === undefined) this.ids.set(buffer, id = this.nextId++);
409
+
410
+ return id;
411
+ }
412
+
386
413
  private width = 0;
387
414
  private height = 0;
388
415
 
@@ -402,6 +429,8 @@ export class DenoisePass {
402
429
  { binding: 3, visibility, buffer: storage("read-only-storage") },
403
430
  { binding: 4, visibility, buffer: storage("storage") },
404
431
  { binding: 5, visibility, buffer: storage("storage") },
432
+ { binding: 6, visibility, buffer: storage("storage") },
433
+ { binding: 7, visibility, buffer: storage("storage") },
405
434
  ],
406
435
  });
407
436
 
@@ -423,9 +452,12 @@ export class DenoisePass {
423
452
 
424
453
  const size = Math.max(16, width * height * 16);
425
454
 
426
- this.buffers = Array.from({ length: 5 }, () =>
455
+ this.buffers = Array.from({ length: 6 }, () =>
427
456
  this.device.createBuffer({ size, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_SRC }));
457
+ this.buffers.push(
458
+ this.device.createBuffer({ size: Math.max(16, width * height * 4), usage: GPUBufferUsage.STORAGE }));
428
459
  this.output = this.buffers[4];
460
+ this.groups.clear();
429
461
  this.width = width;
430
462
  this.height = height;
431
463
  }
@@ -460,22 +492,34 @@ export class DenoisePass {
460
492
  this.resize(width, height);
461
493
  this.writeParams(width, height, settings, view);
462
494
 
463
- const [diffuseA, diffuseB, specularA, specularB, output] = this.buffers;
495
+ const [diffuseA, diffuseB, specularA, specularB, output, guides, roughnesses] = this.buffers;
464
496
  const groups = [Math.ceil(width / 8), Math.ceil(height / 8)] as const;
465
497
 
466
498
  const run = (pipeline: GPUComputePipeline, params: GPUBuffer,
467
499
  sources: [GPUBuffer, GPUBuffer], targets: [GPUBuffer, GPUBuffer]) => {
468
- const group = this.device.createBindGroup({
469
- layout: this.layout,
470
- entries: [
471
- { binding: 0, resource: { buffer: params } },
472
- { binding: 1, resource: { buffer: accumulation } },
473
- { binding: 2, resource: { buffer: sources[0] } },
474
- { binding: 3, resource: { buffer: sources[1] } },
475
- { binding: 4, resource: { buffer: targets[0] } },
476
- { binding: 5, resource: { buffer: targets[1] } },
477
- ],
478
- });
500
+ // The same few groups serve every denoise of an image size: they are made once and kept.
501
+ const key = [params, accumulation, ...sources, ...targets].map(buffer => this.idOf(buffer)).join();
502
+ let group = this.groups.get(key);
503
+
504
+ if (!group) {
505
+ group = this.device.createBindGroup({
506
+ layout: this.layout,
507
+ entries: [
508
+ { binding: 0, resource: { buffer: params } },
509
+ { binding: 1, resource: { buffer: accumulation } },
510
+ { binding: 2, resource: { buffer: sources[0] } },
511
+ { binding: 3, resource: { buffer: sources[1] } },
512
+ { binding: 4, resource: { buffer: targets[0] } },
513
+ { binding: 5, resource: { buffer: targets[1] } },
514
+ { binding: 6, resource: { buffer: guides } },
515
+ { binding: 7, resource: { buffer: roughnesses } },
516
+ ],
517
+ });
518
+ // A new accumulation buffer comes with a new size, which clears these; the cap is only a guard.
519
+ if (this.groups.size > 64) this.groups.clear();
520
+
521
+ this.groups.set(key, group);
522
+ }
479
523
 
480
524
  const pass = encoder.beginComputePass({ label: "denoise" });
481
525
 
@@ -509,6 +553,7 @@ export class DenoisePass {
509
553
  for (const buffer of [...this.buffers, ...this.params]) buffer.destroy();
510
554
 
511
555
  this.buffers = [];
556
+ this.groups.clear();
512
557
  this.output = null;
513
558
  }
514
559
  }
@@ -13,6 +13,8 @@ export interface DispatchSchedulerOptions {
13
13
  initialRows?: number;
14
14
  /** Rows in the whole image. */
15
15
  maxRows: number;
16
+ /** The most paths per pixel one submit may take, which is how far past the whole image a band may grow. */
17
+ maxSamples?: number;
16
18
  }
17
19
 
18
20
  /** The most one measurement may widen the band, so an unmeasured machine meets the watchdog gradually. */
@@ -24,20 +26,26 @@ export class DispatchScheduler {
24
26
  private readonly targetMs: number;
25
27
  private readonly initialRows: number;
26
28
  private readonly maxRows: number;
29
+ private readonly maxSamples: number;
30
+ /** The work of the next submit, in rows times paths per pixel. */
27
31
  private rows: number;
28
- /** Rows a millisecond, as far as anything has shown. Zero until the first submit says something. */
32
+ /** Rows a millisecond, one path each, as far as anything has shown. Zero until the first submit says something. */
29
33
  private throughput = 0;
30
34
 
31
35
  constructor(options: DispatchSchedulerOptions) {
32
36
  this.targetMs = options.targetMs ?? 12;
33
37
  this.maxRows = Math.max(1, Math.floor(options.maxRows));
38
+ this.maxSamples = Math.max(1, Math.floor(options.maxSamples ?? 1));
34
39
  this.initialRows = Math.max(1, Math.min(this.maxRows, Math.floor(options.initialRows ?? 16)));
35
40
  this.rows = this.initialRows;
36
41
  }
37
42
 
38
- /** Rows the next submit should cover, never more than what is left. */
39
- next(remaining: number): number {
40
- return Math.max(1, Math.min(Math.floor(this.rows), Math.floor(remaining)));
43
+ /**
44
+ * Rows the next submit should cover, never more than what is left. A submit that takes several paths per pixel
45
+ * covers that many times fewer rows, so it still takes about the target time.
46
+ */
47
+ next(remaining: number, samples = 1): number {
48
+ return Math.max(1, Math.min(Math.floor(this.rows / Math.max(1, samples)), Math.floor(remaining)));
41
49
  }
42
50
 
43
51
  /**
@@ -52,15 +60,16 @@ export class DispatchScheduler {
52
60
  * The rate is measured from the rows actually submitted rather than from the current guess, so one band clamped by
53
61
  * what was left of the image does not stop the next one from growing.
54
62
  */
55
- record(durationMs: number, rows: number) {
63
+ record(durationMs: number, rows: number, samples = 1) {
56
64
  if (!Number.isFinite(durationMs) || durationMs <= 0 || rows <= 0) return;
57
65
 
58
- const observed = rows / durationMs;
66
+ const work = rows * Math.max(1, samples);
67
+ const observed = work / durationMs;
59
68
 
60
69
  // Good news is believed at once, since it can only mean the band was cheaper than the clock suggested. Bad news
61
70
  // is taken gradually, so one submit that happened to land behind something else does not collapse the band.
62
71
  this.throughput = observed > this.throughput ? observed : this.throughput * DECAY + observed * (1 - DECAY);
63
- this.rows = Math.max(1, Math.min(this.maxRows, rows * GROW, this.targetMs * this.throughput));
72
+ this.rows = Math.max(1, Math.min(this.maxRows * this.maxSamples, work * GROW, this.targetMs * this.throughput));
64
73
  }
65
74
 
66
75
  /** Back to the unmeasured band, for a new scene or a new size. */
@@ -30,11 +30,14 @@ export const FRAME_LAYOUT = layoutStruct("Frame", [
30
30
  { name: "triangleCount", type: "u32" },
31
31
  { name: "lightCount", type: "u32" },
32
32
  { name: "areaLightCount", type: "u32", doc: "How many leading lights are emissive triangles." },
33
+ { name: "lightCdf", type: "u32", doc: "Where every light's cumulative probability starts in the texture buffer." },
34
+ { name: "lightTriangles", type: "u32", doc: "Where every emissive light's triangle starts in the texture buffer." },
33
35
  { name: "clampIndirect", type: "f32", doc: "Maximum luminance one indirect contribution may add; zero leaves it." },
34
36
  { name: "shadowSpread", type: "f32", doc: "Tangent of half the angular diameter shadow rays spread over." },
35
37
  { name: "shadowsEnabled", type: "u32" },
36
38
  { name: "uvOffset", type: "u32", doc: "Where the UV sets start inside the attribute buffer." },
37
39
  { name: "orderOffset", type: "u32", doc: "Where the hierarchy's triangle order starts inside the index buffer." },
40
+ { name: "leafOffset", type: "u32", doc: "Where each triangle's position in that order starts inside the index buffer." },
38
41
  { name: "colorOffset", type: "u32", doc: "Where vertex colours start inside the attribute buffer." },
39
42
  { name: "hasColors", type: "u32" },
40
43
  { name: "varyingOffset", type: "u32", doc: "Where shader varyings start inside the attribute buffer." },
package/src/lights.ts CHANGED
@@ -50,8 +50,16 @@ export interface PackedLights {
50
50
  ambient: { sky: number[]; ground: number[]; axis: number[] };
51
51
  /** How often direct sampling picks the environment rather than a light. Zero when there is nothing to aim at. */
52
52
  environmentPick: number;
53
- /** Words to append to the texture buffer: a spot light's map index and the matrix that projects it. */
53
+ /**
54
+ * Words to append to the texture buffer: a spot light's map index and the matrix that projects it, then the
55
+ * cumulative probability of every entry and the triangle of every emissive one, packed tight so the two searches the
56
+ * shader makes over them read four bytes a step instead of a whole entry.
57
+ */
54
58
  extraWords: Uint32Array;
59
+ /** Where the cumulative probabilities start in the texture buffer, one float per entry. */
60
+ cdfAt: number;
61
+ /** Where the emissive entries' triangles start in the texture buffer, one word per emissive entry. */
62
+ trianglesAt: number;
55
63
  }
56
64
 
57
65
  const luminance = (color: ArrayLike<number>) => 0.2126 * color[0] + 0.7152 * color[1] + 0.0722 * color[2];
@@ -353,8 +361,18 @@ export function packLights(
353
361
  });
354
362
 
355
363
  const environmentPick = surrounding.length ? surrounding[0].weight / total : 0;
364
+ const base = options.extraBase ?? 0;
365
+ const cdfAt = base + extra.length;
366
+
367
+ for (let index = 0; index < candidates.length; index++) extra.push(words[index * LIGHT_WORDS + 1]);
368
+
369
+ const trianglesAt = base + extra.length;
370
+
371
+ for (let index = 0; index < areas.length; index++) extra.push(words[index * LIGHT_WORDS + 3]);
356
372
 
357
373
  return {
374
+ cdfAt,
375
+ trianglesAt,
358
376
  entries,
359
377
  count: candidates.length,
360
378
  areaCount: areas.length,
package/src/renderer.ts CHANGED
@@ -8,7 +8,7 @@ import { DispatchScheduler } from "./dispatchScheduler.js";
8
8
  import { packGeometry } from "./geometry.js";
9
9
  import { packLights } from "./lights.js";
10
10
  import { NO_PROGRAM } from "./materialLayout.js";
11
- import { NO_TEXTURE, planTextures, writeTextures } from "./texturePack.js";
11
+ import { NO_TEXTURE, planTextures, textureEntry, writeTextures } from "./texturePack.js";
12
12
  import { PathTracePass, type FrameUniforms } from "./pathTracePass.js";
13
13
  import { ImageResolvePass } from "./imageResolve.js";
14
14
  import { PresentPass } from "./presentPass.js";
@@ -130,6 +130,31 @@ const yieldToPage = () => new Promise<void>(resolve => setTimeout(resolve, 0));
130
130
  */
131
131
  const SHOW_EVERY_MS = 16;
132
132
 
133
+ /**
134
+ * Submits on the device at once. Two keep it busy: the next band is queued while the last one runs, and each submit
135
+ * still stays short enough for the watchdog on its own.
136
+ */
137
+ const BANDS_IN_FLIGHT = 2;
138
+
139
+ /** How often the canvas takes a freshly denoised image while a frame traces. */
140
+ const DENOISE_EVERY_MS = 200;
141
+
142
+ /** The most paths per pixel one dispatch takes, while no pixel can stop yet. */
143
+ const BATCH_PATHS = 4;
144
+
145
+ /**
146
+ * Paths per pixel the next pass takes. The first takes one, so the canvas shows something at once. Until adaptive
147
+ * sampling may stop a pixel, every pixel takes every path anyway, so a pass takes several and pays for reading and
148
+ * writing the accumulation once; from then on one at a time, so a pixel stops as soon as it has converged.
149
+ */
150
+ function pathsPerDispatch(taken: number, until: number, adaptive: boolean): number {
151
+ if (taken === 0) return 1;
152
+
153
+ if (adaptive && taken >= until) return 1;
154
+
155
+ return Math.max(1, Math.min(BATCH_PATHS, until - taken));
156
+ }
157
+
133
158
  const EMPTY_SCENE: SerializedScene = { meshes: [], lights: [], textures: [] };
134
159
 
135
160
  /** Paths every pixel takes before adaptive sampling may stop it: below this its variance says too little. */
@@ -252,7 +277,7 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
252
277
  this.current = mergeSettings(DEFAULT_RENDER_SETTINGS, options.settings);
253
278
  this.denoiserSettings = mergeDenoiser(DEFAULT_DENOISER, options.denoiser);
254
279
  this.environment = DEFAULT_RENDER_ENVIRONMENT;
255
- this.scheduler = new DispatchScheduler({ maxRows: this.renderHeight });
280
+ this.scheduler = new DispatchScheduler({ maxRows: this.renderHeight, maxSamples: BATCH_PATHS });
256
281
  this.setEnvironment(options.environment ?? DEFAULT_RENDER_ENVIRONMENT);
257
282
 
258
283
  if (options.scene) this.setScene(options.scene);
@@ -549,29 +574,57 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
549
574
  this.emit("start", { width, height });
550
575
 
551
576
  const target = Math.max(1, Math.round(this.current.samples));
552
- // Adaptive sampling: the frame has the work of `target` passes over the whole image to spend. Pixels that have
577
+ // Adaptive sampling: the frame has the work of `target` paths over the whole image to spend. Pixels that have
553
578
  // converged stop taking samples, and a row with none left stops being dispatched, so what they would have used goes
554
579
  // to the rows that still need it, up to a few times `target` paths in the noisiest pixels.
555
580
  const adaptive = target > ADAPTIVE_MIN;
556
- const maxPasses = adaptive ? target * ADAPTIVE_REACH : target;
581
+ const maxPaths = adaptive ? target * ADAPTIVE_REACH : target;
582
+ // In rows times paths, the unit the scheduler measures work in.
557
583
  const budget = target * height;
558
584
  const accumulator = this.accumulator as Accumulator;
559
585
  let active: number[] = Array.from({ length: height }, (_, row) => row);
560
- let spent = 0, band = 0, pass = 0;
586
+ // Paths every pixel still in the running has taken so far, which is also the next sample index.
587
+ let taken = 0;
588
+ let spent = 0, band = 0;
561
589
  let shown = performance.now();
590
+ let denoisedAt = -Infinity;
562
591
  const denoise = this.current.globalIllumination.denoise;
592
+ // Bands on the device, oldest first. The next one is encoded and queued while the last one runs, so the device
593
+ // never waits for the page to hear that a band finished.
594
+ const flight: { done: Promise<unknown>; submitted: number; rows: number; samples: number }[] = [];
595
+ let settledAt = 0;
596
+
597
+ const settle = async() => {
598
+ const oldest = flight.shift();
599
+
600
+ if (!oldest) return;
601
+
602
+ await oldest.done;
603
+
604
+ const now = performance.now();
605
+
606
+ // A band starts on the device when the one before it ends, or when it was submitted if the device was idle. The
607
+ // page may hear of that end late, which would make this band look shorter than it ran; since it was submitted it
608
+ // has waited for at most the bands ahead of it, so its share of that wait bounds it from below.
609
+ const ran = Math.max(now - Math.max(oldest.submitted, settledAt), (now - oldest.submitted) / BANDS_IN_FLIGHT);
610
+
611
+ this.scheduler.record(ran, oldest.rows, oldest.samples);
612
+ settledAt = now;
613
+ };
563
614
 
564
615
  this.denoised = false;
565
616
  this.finished = null;
566
617
 
567
618
  const matrices = cameraMatrices(camera, width, height);
619
+ const uniforms = this.frameUniforms(camera, width, height, assets);
568
620
 
569
621
  // Two over the projection's vertical scale and the height: one pixel's extent, per unit of depth in perspective.
570
622
  this.denoiseView = { pixelScale: 2 / (matrices.projection[5] * height), orthographic: matrices.orthographic };
571
623
 
572
- while (pass < maxPasses && spent < budget && active.length) {
624
+ while (taken < maxPaths && spent < budget && active.length) {
573
625
  // Only a pass whose pixels may stop needs its rows flagged; before that every row is busy anyway.
574
- const flagging = adaptive && pass >= ADAPTIVE_MIN;
626
+ const flagging = adaptive && taken >= ADAPTIVE_MIN;
627
+ const samples = pathsPerDispatch(taken, adaptive ? ADAPTIVE_MIN : target, adaptive);
575
628
 
576
629
  if (flagging) {
577
630
  const clear = gpu.device.createCommandEncoder();
@@ -588,17 +641,17 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
588
641
 
589
642
  this.check(revision);
590
643
 
591
- const rows = this.scheduler.next(end - row);
644
+ const rows = this.scheduler.next(end - row, samples);
592
645
  const started = performance.now();
593
646
  const encoder = gpu.device.createCommandEncoder();
594
647
 
595
648
  this.emit("bucket", { worker: 0, bucket: { x: 0, y: row, width, height: rows, index: band++ }, width, height });
596
649
  this.pathTrace?.encode(encoder, {
597
- ...this.frameUniforms(camera, width, height, assets),
650
+ ...uniforms,
598
651
  bandOrigin: [0, row],
599
652
  bandSize: [width, rows],
600
- sampleIndex: pass,
601
- sampleCount: 1,
653
+ sampleIndex: taken,
654
+ sampleCount: samples,
602
655
  adaptiveMin: adaptive ? ADAPTIVE_MIN : 0,
603
656
  adaptiveThreshold: ADAPTIVE_THRESHOLD,
604
657
  });
@@ -608,11 +661,12 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
608
661
  if (show) this.encodePresent(encoder, width, height);
609
662
 
610
663
  gpu.device.queue.submit([encoder.finish()]);
611
- await gpu.device.queue.onSubmittedWorkDone();
664
+ flight.push({ done: gpu.device.queue.onSubmittedWorkDone(), submitted: performance.now(), rows, samples });
665
+
666
+ while (flight.length >= BANDS_IN_FLIGHT) await settle();
612
667
 
613
- this.scheduler.record(performance.now() - started, rows);
614
668
  row += rows;
615
- spent += rows;
669
+ spent += rows * samples;
616
670
  this.emit("progress", { completed: Math.min(spent, budget), total: budget, phase: "shade" });
617
671
 
618
672
  if (show) {
@@ -622,24 +676,35 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
622
676
  }
623
677
  }
624
678
 
625
- pass++;
679
+ taken += samples;
626
680
  this.frameIndex++;
627
681
 
628
- // The canvas shows the denoised image from the end of each pass on, and the bands of the next pass refine
629
- // underneath it until it is denoised again.
630
- if (denoise && this.canvas && this.context) {
682
+ // The rows this pass still traced in are copied out before anything else is queued, so they can be read while
683
+ // the device goes on with the denoiser.
684
+ const rowsRead = flagging ? this.activeRows(gpu, accumulator) : null;
685
+
686
+ // The canvas shows the denoised image, refreshed a few times a second while the bands refine underneath it:
687
+ // filtering the whole image after every pass would cost a cheap scene as much as tracing it.
688
+ if (denoise && this.canvas && this.context && performance.now() - denoisedAt >= DENOISE_EVERY_MS) {
631
689
  const encoder = gpu.device.createCommandEncoder();
632
690
 
633
691
  this.encodeDenoise(gpu, encoder, width, height);
634
692
  this.encodePresent(encoder, width, height);
635
693
  gpu.device.queue.submit([encoder.finish()]);
694
+ denoisedAt = performance.now();
636
695
  }
637
696
 
638
697
  this.emit("sample", { samples: Math.min(target, Math.round(spent / height)), target });
639
698
 
640
- if (flagging) active = await this.activeRows(gpu, accumulator);
699
+ if (rowsRead) {
700
+ while (flight.length) await settle();
701
+
702
+ active = await rowsRead;
703
+ }
641
704
  }
642
705
 
706
+ while (flight.length) await settle();
707
+
643
708
  // Converged early, or spent: either way the image is as finished as this frame makes it.
644
709
  this.emit("progress", { completed: budget, total: budget, phase: "shade" });
645
710
  this.emit("sample", { samples: target, target });
@@ -741,7 +806,7 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
741
806
 
742
807
  this.accumulator ??= new Accumulator(gpu.device, width, height);
743
808
 
744
- if (resized) this.scheduler = new DispatchScheduler({ maxRows: height });
809
+ if (resized) this.scheduler = new DispatchScheduler({ maxRows: height, maxSamples: BATCH_PATHS });
745
810
 
746
811
  this.pathTrace.setBindings(this.buffers, this.accumulator.buffer);
747
812
  this.configureCanvas(gpu, width, height);
@@ -820,7 +885,10 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
820
885
  this.check(revision);
821
886
 
822
887
  const buffers = uploadScene(gpu.device, geometry, bvh, textures, lights, environment, cdf);
823
- const textureOffsets = new Map([...textures.indexOf].map(([id, index]) => [id, textures.data[index * 16 + 2]]));
888
+
889
+ const textureOffsets = new Map([...textures.indexOf]
890
+ .map(([id, index]) => [id, textures.data[textureEntry(index) + 2]]));
891
+
824
892
  const packed: PackedSummary = { cameraDependent: geometry.cameraDependent, textureOffsets };
825
893
 
826
894
  if (buffers.bytes.largest > gpu.maxStorageBufferBindingSize) {
@@ -1004,12 +1072,15 @@ export class GpuRenderer extends EventEmitter<GpuRendererEvents> {
1004
1072
  triangleCount: buffers?.triangleCount ?? 0,
1005
1073
  lightCount: buffers?.lightCount ?? 0,
1006
1074
  areaLightCount: buffers?.areaLightCount ?? 0,
1075
+ lightCdf: buffers?.lightCdf ?? 0,
1076
+ lightTriangles: buffers?.lightTriangles ?? 0,
1007
1077
  clampIndirect: Math.max(0, this.current.globalIllumination.clamp),
1008
1078
  // The setting is the angular diameter a light covers, in degrees, as it is for the CPU renderer's shadow blur.
1009
1079
  shadowSpread: shadows.enabled ? Math.tan(Math.max(0, shadows.softness) * Math.PI / 360) : 0,
1010
1080
  shadowsEnabled: shadows.enabled,
1011
1081
  uvOffset: buffers?.uvOffset ?? 0,
1012
1082
  orderOffset: buffers?.orderOffset ?? 0,
1083
+ leafOffset: buffers?.leafOffset ?? 0,
1013
1084
  colorOffset: buffers?.colorOffset ?? 0,
1014
1085
  hasColors: buffers?.hasColors ?? false,
1015
1086
  varyingOffset: buffers?.varyingOffset ?? 0,