@woosh/meep-engine 3.0.2 → 3.2.0

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 (1823) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -145
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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@@ -1,490 +1,490 @@
1
- # Path Tracer — Correctness Review 001 & Action Plan
2
-
3
- Scope: the CPU (JavaScript) unidirectional path tracer rooted at `PathTracer.js`, plus its
4
- scene / BVH / material / sampling support code in this directory and the core geom/math
5
- primitives it depends on.
6
-
7
- Goal of this document: catalogue the **major correctness** defects (wrong light transport,
8
- wrong pixels, crashes) and give a concrete, prioritised remediation plan. Style/perf/feature
9
- polish is out of scope except where it crosses into correctness.
10
-
11
- Method: a multi-agent review fanned out across seven dimensions (integrator math, sampling/PDF,
12
- geometry/intersection, BVH/traversal/transforms, materials/textures, numerical robustness, and a
13
- holistic end-to-end pass). Every candidate finding was then **independently re-read and
14
- adversarially verified** by a separate skeptic before being accepted here. 31 findings were
15
- confirmed; 10 were checked and dismissed (see [§7](#7-checked-and-dismissed-not-bugs)).
16
-
17
- The integrator's intended design is taken as a given (and is correct as a design): cosine-weighted
18
- hemisphere sampling for a Lambertian lobe + next-event estimation (NEE) for analytic
19
- directional/point lights; **no MIS, no specular/transmission, no emitter sampling**. The findings
20
- below are defects *relative to that design*, not requests to change the design — except where a gap
21
- in the design itself (emissive, environment GI) silently drops energy.
22
-
23
- ---
24
-
25
- ## 0. Status (applied 2026-06-19)
26
-
27
- **Applied:** F1 (RR compensation), F2 (NEE 1/π), F3 (environment on every miss), F4 (UV order),
28
- F5 (sRGB→linear for textures + tints — `StandardTexture.decode_sRGB` boolean, set from
29
- `texture.encoding` in `MaterialConverter` so the three.js dependency stays at that boundary), F6
30
- (transpose-adjugate **normal matrix** — new `core/geom/3d/mat4/m4_compute_normal_matrix3.js`, cached
31
- on `PathTracedMesh`, used for both shading and geometric normals), F8 (point-light shadow `tMax`),
32
- F9 (emissive `L_e` on hit; `tmp_0` widened to 9), F10 (coordinate-scaled self-occlusion offset),
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- F13 (`occluded` → `false`), F14 (`getBiasedNormalSample` honors `out_offset`).
34
-
35
- Regression gate added: `PathTracer.spec.js` (normal-matrix correctness, white-furnace energy
36
- conservation, primary-miss background). All path-tracer + touched-core specs pass.
37
-
38
- **Dropped on review** (defensive guards against conditions that can only mean an upstream bug —
39
- masking them hides the real defect, so they were reverted; see [§7](#7-checked-and-dismissed-not-bugs)):
40
- - **F11** (`float_to_uint8` non-finite guard + driver sample rejection) — if the tracer emits
41
- NaN/Inf the tracer is buggy; surface it, don't average around it.
42
- - **F15** (`getCosineDirection` antipode guard) — unreachable for a unit normal and well-behaved RNG.
43
- - **F18** (orthonormal-basis zero guard) — unreachable for a non-zero input; and a non-unit input
44
- produces a broken basis regardless. Replaced with a JSDoc **unit-vector precondition** instead.
45
-
46
- **Deferred (with rationale):**
47
- - **F7** (tone mapping) — driver-only display feature; best done together with exposure re-tuning
48
- after the π-scale change settles.
49
- - **F12** (metallic-roughness BRDF) — a feature, not a bug; the Lambertian path is correct. Wants
50
- its own design pass (likely with MIS and a real `scattering_pdf`).
51
- - **F16** (`aabb3_intersects_ray_segment` `0·Inf`) — shared hot primitive backing physics BVH /
52
- determinism gates; broad blast radius, needs its own change + spec. Left untouched here.
53
- - **F17** (top-level scratch overflow) — proper fix is an explicit-stack traversal or a bounded
54
- shared query; a defensive `undefined` guard would be a bandaid. Deferred.
55
- - **F19** (shading-normal hemisphere guard) — minor approximation refinement, optional.
56
-
57
- Note: F2 darkens direct lighting by π and F5 darkens sRGB textures — scene light intensities tuned
58
- against the old renderer will need re-tuning (and F7 tone mapping helps here).
59
-
60
- ---
61
-
62
- ## 1. Severity summary
63
-
64
- | # | Severity | Area | Issue | Primary location |
65
- |---|----------|------|-------|------------------|
66
- | F1 | **High** | Integrator | Russian roulette never re-weights survivors by `1/p_survive` → all indirect GI biased dark | `PathTracer.js:66-75` |
67
- | F2 | **High** | Integrator | NEE direct lighting omits the Lambertian `1/π` BRDF factor → direct light ~π× too bright vs. indirect | `PathTracedScene.js:542-547,597-602` |
68
- | F3 | **High** | Integrator | Environment/background is broken: primary-miss does `multiply` against a zero accumulator, and mid-path misses add nothing → sky never contributes | `PathTracer.js:77-83,111-118` |
69
- | F4 | **High** | Materials | Normal map sampled at the *previous* hit's UV (stale module-static `texture_uv`) | `texture/sample_material.js:91` vs `:113` |
70
- | F5 | **High** | Materials | sRGB base-color textures & color tints used without sRGB→linear decode → over-bright, compounds per bounce | `material/StandardTexture.js:60-87`, `material/MaterialConverter.js` |
71
- | F6 | **High→Med** | Geometry | Normals transformed by `M` instead of `(M⁻¹)ᵀ` → wrong under non-uniform scale | `texture/sample_material.js:89`, `ray_hit_apply_transform.js:29` |
72
- | F7 | **High** *(driver)* | Output | No tone-mapping before the sRGB OETF → HDR clips harshly to white + per-channel hue shift | `prototypePathTracer.js:486-494` |
73
- | F8 | **Medium** | Lighting | Point-light shadow ray uses `tMax = radius` instead of `distance_to_light` → false shadows from geometry *behind* the light | `PathTracedScene.js:587` |
74
- | F9 | **Medium** | Integrator | Emissive materials are loaded but never emit (`L_e` term missing, not in NEE) → emitters render black | `PathTracer.js:85-108`, `material/MaterialConverter.js:84` |
75
- | F10 | **Medium** | Robustness | Fixed `0.00001` self-intersection offset is below Float32 ULP at large scene scale (and is applied along the scatter dir, not the normal) → shadow/contact acne | `PathTracer.js:95` |
76
- | F11 | **Medium** | Robustness | A single NaN/Inf sample poisons the whole pixel average → black (or white) speckle | `prototypePathTracer.js:478-488`, `core/binary/float_to_uint8.js` |
77
- | F12 | **Medium** | Materials | `metalness`/`roughness` loaded but ignored — every surface is Lambertian (no Fresnel/GGX) | `material/MaterialConverter.js:80-83`, `material/StandardMaterial.js` |
78
- | F13 | **Low** | BVH | `BufferedGeometryBVH.occluded` returns `-1` (truthy) for empty geometry → empty mesh reported as an occluder | `BufferedGeometryBVH.js:176` |
79
- | F14 | **Low** | Sampling | `getBiasedNormalSample` writes to a hardcoded offset `3`, ignoring its `out_offset` param (latent public-API bug) | `sampling/getBiasedNormalSample.js:43` |
80
- | F15 | **Low** | Sampling | `getCosineDirection` yields NaN when the sampled sphere point is the antipode of the normal | `sampling/getCosineDirection.js:33-41` |
81
- | F16 | **Low** | Core/BVH | `aabb3_intersects_ray_segment`: `0*Inf = NaN` for an axis-parallel ray whose origin lies on a slab plane → missed hit/occluder | `core/.../aabb3_intersects_ray_segment.js:41-62` |
82
- | F17 | **Low** | BVH | Top-level candidate scratch array (4096) has no overflow guard → silent corruption / undefined deref crash if a ray crosses >4096 mesh AABBs | `PathTracedScene.js:47,393-408,437-453` |
83
- | F18 | **Low** | Robustness | Zero-length normal → `1/length(0)` → NaN basis in `v3_orthonormal_matrix_from_normal` (narrow, mostly contained downstream) | `core/geom/vec3/v3_orthonormal_matrix_from_normal.js:26` |
84
- | F19 | **Low** | Shading | Perturbed (normal-mapped) shading normal has no geometric-normal hemisphere guard → grazing-angle light leak/darkening | `texture/sample_material.js:102-106` |
85
-
86
- Library vs. tooling note: per project convention, `prototypePathTracer.js` is an internal
87
- prototype/driver tool and `PathTracer.js`/`PathTracedScene.js`/etc. are public library surface.
88
- F7 and the driver half of F11 live in the prototype; everything else is library code. Unreferenced
89
- exports (e.g. `getCosineDirection`, `make_sky_*`, `raycast`) are still public surface — fix, don't
90
- delete.
91
-
92
- ---
93
-
94
- ## 2. The radiometric core (fix these first)
95
-
96
- These three are small, surgical edits in the integrator, but they define whether the renderer is
97
- energy-correct at all. They should be done together and locked with a regression test
98
- ([§6](#6-testing--validation)).
99
-
100
- ### F1 — Russian roulette has no survival compensation (bias / global GI darkening)
101
-
102
- `PathTracer.js:66-75`. For `i >= min_bounce` the path is killed with probability
103
- `RUSSIAN_ROULETTE_PROBABILITY = 0.5`, but on **survival** the throughput `color_mask` is never
104
- divided by the survival probability `(1 - 0.5)`. The only write to `color_mask` is the albedo
105
- multiply at `PathTracer.js:88`.
106
-
107
- Why it's wrong: RR is unbiased only if survivors are scaled by `1/p_survive` so that
108
- `E = p_survive·(value/p_survive) = value`. Without it, every contribution gathered at or after a
109
- surviving RR step is attenuated by `0.5` per step (bounce 2 → ×0.5, bounce 3 → ×0.25, …). With the
110
- driver's `min_bounce=1`, directly-visible surfaces' direct light (`i=0`) is correct, but **all
111
- multi-bounce indirect light converges to a too-dark answer** — a true bias, not noise.
112
-
113
- Fix: inside the `if (i >= min_bounce)` block, after the terminate test passes, multiply
114
- `color_mask` by `1 / (1 - RUSSIAN_ROULETTE_PROBABILITY)` (= 2 for the current constant). Placement
115
- matters — it must be inside the `i >= min_bounce` guard (only when RR actually ran), before the
116
- trace/accumulate for that iteration, so both the NEE term and onward throughput carry the factor.
117
-
118
- ```js
119
- if (i >= min_bounce) {
120
- if (random() < RUSSIAN_ROULETTE_PROBABILITY) {
121
- break; // terminate
122
- }
123
- const inv_survive = 1 / (1 - RUSSIAN_ROULETTE_PROBABILITY);
124
- color_mask[0] *= inv_survive;
125
- color_mask[1] *= inv_survive;
126
- color_mask[2] *= inv_survive;
127
- }
128
- ```
129
-
130
- Optional follow-up (variance, not correctness): make `p_survive` depend on `max(color_mask)`
131
- (throughput-based RR). Strictly better, but not required to remove the bias. Also note `max_bounce`
132
- hard-truncates surviving paths at the cap without RR there — a much smaller, separate residual bias.
133
-
134
- ### F2 — NEE omits the Lambertian `1/π` (direct vs. indirect imbalance of π)
135
-
136
- `PathTracedScene.js:542-547` (directional) and `:597-602` (point). The NEE contribution is
137
- `light_color · dotNL · intensity` (× attenuation for point), accumulated as
138
- `color_mask · tmp_0` at `PathTracer.js:104-106`. `color_mask` already carries the albedo, so the
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- direct term is `albedo · L · cosθ` — but the physical Lambertian result is
140
- `(albedo/π) · L · cosθ`. The `1/π` is missing.
141
-
142
- Why it's wrong, and why it's specifically an *imbalance*: the **indirect** path is already
143
- self-consistent for `BRDF = albedo/π` — cosine sampling gives `pdf = cosθ/π`, so
144
- `BRDF·cosθ/pdf = albedo`, exactly what `color_mask *= albedo` (`PathTracer.js:88`) does. The
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- indirect path implicitly carries the `1/π`; NEE does not. So direct lighting is π (~3.14×) too
146
- bright *relative to* bounced lighting that shares the same surface. The engine's own intended
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- convention confirms this: `StandardMaterial.scattering_pdf` returns `cosθ · PI_RECIPROCAL` (it's
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- just commented out at its call site, `PathTracedScene.js:365-369`).
149
-
150
- Fix: fold `PI_RECIPROCAL` (`core/math/PI_RECIPROCAL.js`) into `intensity` in both light branches:
151
-
152
- ```js
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- const intensity = dotNL * light.intensity.getValue() * PI_RECIPROCAL; // directional
154
- const intensity = dotNL * light.intensity.getValue() * attenuation * PI_RECIPROCAL; // point
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- ```
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-
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- Do **not** touch `PathTracer.js:88` — the indirect throughput already cancels the `1/π`. This will
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- darken direct lighting by π, so any light intensities tuned against the buggy renderer will need
159
- rescaling. Validate with a constant-albedo white-furnace test ([§6](#6-testing--validation)).
160
-
161
- ### F3 — Environment/background contribution is broken (primary miss + mid-path miss)
162
-
163
- Two coupled defects, best fixed together:
164
-
165
- 1. **Primary miss multiplies against zero** — `PathTracer.js:111-118`. With `min_bounce=1`, the
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- only way to exit the loop with `i === 0` is a primary-ray miss; at that point `irradiance` is
167
- still `[0,0,0]`. The branch then does `vec3.multiply(irradiance, irradiance, tmp_0)` =
168
- `0 · sky = 0`. The sky radiance sampled into `tmp_0` is discarded — a missed primary ray is
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- always black, for **any** background. The correct op is an **assignment** (radiance along a
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- missed primary ray *equals* the environment radiance).
171
- 2. **Mid-path misses drop the environment entirely** — `PathTracer.js:77-83`. When a bounce ray
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- (`i > 0`) escapes, the loop just `break`s, never adding `color_mask · sky`. So the sky never acts
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- as a light source; surfaces receive only the analytic lights, zero environment GI.
174
-
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- Currently masked: the default `__background_sampler = make_vector3(0,0,0)` (`PathTracedScene.js:103`)
176
- is black and is never reassigned in shipped code, so `0·0` and `0+0` both look correct today. The
177
- defect becomes visible the moment a real sky (`make_sky_rtiw` / `make_sky_hosek` — which exist for
178
- exactly this) is wired into the public `__background_sampler`. It is unambiguously wrong logic and
179
- should be fixed even though it is currently dormant.
180
-
181
- Fix (unifies both): handle the miss inside the loop and delete the `i === 0` post-loop block:
182
-
183
- ```js
184
- const hit_distance = scene.trace(trace_result, _ray_0);
185
- if (hit_distance < 0) {
186
- // ray escaped — accumulate throughput-weighted environment radiance
187
- scene.sample_background(tmp_0, 0, _ray_0, 3);
188
- irradiance[0] += color_mask[0] * tmp_0[0];
189
- irradiance[1] += color_mask[1] * tmp_0[1];
190
- irradiance[2] += color_mask[2] * tmp_0[2];
191
- break;
192
- }
193
- ```
194
-
195
- At `i=0`, `color_mask` is still `[1,1,1]`, so this reduces to assigning the raw sky (fixing the
196
- multiply-vs-assign); at `i>0` it adds the throughput-weighted environment, restoring sky GI. The
197
- direction at `_ray_0[3..5]` is the correct escaping direction at the moment of the miss (the bounce
198
- overwrite at `:91`/`:101` hasn't run yet for this iteration).
199
-
200
- ---
201
-
202
- ## 3. Material & shading correctness
203
-
204
- ### F4 — Normal map sampled at stale UV (`high`)
205
-
206
- `texture/sample_material.js`. `material.normal.sample(normal, texture_uv[0], texture_uv[1])` runs
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- at **line 91**, but `texture_uv` (a module-static `[0,0]`) is only filled with *this* triangle's
208
- interpolated UV at **lines 109-118**, which execute afterward. So the tangent-space normal is read
209
- at the *previous* invocation's UV (or `(0,0)` on the first call) — a spatially unrelated texel. The
210
- diffuse sample (`:129`) correctly uses the freshly-computed UV, so only normal-mapped materials are
211
- affected (the default flat normal `[127,127,255]` is skipped by the `:93` distance test, so plain
212
- materials are unaffected). The corrupted shading normal feeds both the NEE cosine term and the
213
- cosine-lobe bounce, and varies with traversal order.
214
-
215
- Fix: move the UV-computation block (current `:109-118`) **above** the normal-map sampling block
216
- (`:91-107`). No other call site depends on the current ordering.
217
-
218
- ### F5 — sRGB albedo not linearized (`high`)
219
-
220
- The live shading path calls `material.diffuse.sample(...)` → `StandardTexture.sample`
221
- (`material/StandardTexture.js:60-87`), which converts uint8→float but performs **no** sRGB→linear
222
- decode and has no `encoding` field at all. `MaterialConverter.#ensure_texture`
223
- (`material/MaterialConverter.js:43-57`) drops `texture.encoding` at conversion time. (The free
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- function `texture/sample_texture.js` *does* branch on encoding, but its sRGB call is commented out
225
- at `:53` and it is dead code — referenced nowhere.) glTF/three base-color maps are sRGB-authored;
226
- feeding gamma-encoded texels into a linear integrator over-brightens midtones (`0.5` sRGB ≈ `0.214`
227
- linear) and the error **compounds multiplicatively per bounce** via `color_mask` (`PathTracer.js:88`).
228
- Flat `material.color` tints (`MaterialConverter.js:92-100`) are likewise not linearized.
229
-
230
- Fix (must be **selective** — only sRGB-authored channels):
231
- - Add an `encoding` field to `StandardTexture` (default `LinearEncoding`); set it in
232
- `MaterialConverter.#ensure_texture` from `texture.encoding`.
233
- - In `StandardTexture.sample`, apply `sRGB_to_linear` (`core/color/sRGB/sRGB_to_linear.js`) only
234
- when `encoding === sRGBEncoding`, after the uint8→float step. **Do not** linearize
235
- normal/metalness/roughness — those are data textures and would be corrupted.
236
- - Linearize `material.color` before `sampler2d_multiply_vector` in the tint path.
237
-
238
- ### F6 — Normals use `M`, not the inverse-transpose (`high` for shading normal under non-uniform scale)
239
-
240
- `texture/sample_material.js:89` rotates the **shading** normal by the forward model matrix
241
- `mesh.transform`; `ray_hit_apply_transform.js:29` does the same for the **geometric** normal. Both
242
- funnel into `v3_matrix4_rotate` (applies the upper-left 3×3 of `M`, then renormalizes). A normal is
243
- a covector and must transform as `(M⁻¹)ᵀ·n`. For rotation + uniform scale + translation these agree
244
- up to a positive scalar (killed by the renormalize), so the **common case is correct** — but under
245
- **any non-uniform scale/shear** `M·n` is no longer perpendicular to the transformed surface, and
246
- renormalization fixes only length, not direction. The skewed shading normal mis-aims both the
247
- cosine sampling lobe and the NEE `dotNL`; at strong non-uniform scale the skewed *geometric* normal
248
- can even flip the back-face sign test (`PathTracedScene.js:355-363`), flipping shading to the wrong
249
- hemisphere (black/wrong shading).
250
-
251
- Reachability: `createMesh` accepts an arbitrary `mat4`, and `Transform` supports per-axis scale, so
252
- non-uniform scale enters through the public API. The shipped prototype scenes happen to use uniform
253
- scale, so it's latent there but live for library callers.
254
-
255
- Fix: cache a normal matrix = transpose of the upper-left 3×3 of `#transform_inverse` (already
256
- computed via `mat4.invert` in the transform setter, `PathTracedMesh.js:86`) and use it for both
257
- normal rotations. Add a `v3_array_matrix4_rotate_transpose`-style helper (mind gl-matrix
258
- column-major indexing). The position transform in `ray_hit_apply_transform` must keep using the
259
- forward matrix; only the normal line changes. The geometric-normal site (`ray_hit_apply_transform.js`)
260
- is lower impact (sign test only) but worth fixing for consistency.
261
-
262
- ### F12 — `metalness`/`roughness` ignored; always Lambertian (`medium`)
263
-
264
- `MaterialConverter.js:80-83` assigns these samplers and `StandardMaterial` holds them, but nothing
265
- in shading reads them — the only BRDF is the cosine diffuse lobe. Metals render as colored diffuse;
266
- all gloss/specular/Fresnel is absent; energy is mis-distributed for any PBR asset. Note: the
267
- existing Lambertian path is itself *correct* — this is an unimplemented-feature gap, not a math
268
- error. The loaded data is currently dead.
269
-
270
- Fix (larger): implement a metallic-roughness BRDF (Lambert diffuse scaled by `1-metalness` + GGX/
271
- Cook-Torrance specular with Fresnel-Schlick, `F0 = mix(0.04, albedo, metalness)`), read
272
- metalness/roughness in `sample_material`, importance-sample the chosen lobe, and re-enable a real
273
- `scattering_pdf` division in the integrator. If out of scope now, **document** that only Lambertian
274
- diffuse is supported so the dead metalness/roughness inputs aren't mistaken for active. See also the
275
- emitter/MIS gap (F9) — a proper specular path usually wants MIS.
276
-
277
- ### F19 — Perturbed shading normal lacks a geometric-normal guard (`low`)
278
-
279
- `texture/sample_material.js:102-106`. The normal-mapped shading normal becomes the sole normal for
280
- both sampling and NEE, with no check that it stays in the geometric upper hemisphere. Strong normal
281
- maps at grazing angles can send bounce/NEE directions below the true surface → localized leak/
282
- darkening. Standard minor approximation; only matters with real normal maps. Optional: retain the
283
- geometric normal (`hit[3..5]`) and clamp/guard directions against it.
284
-
285
- ---
286
-
287
- ## 4. Lighting, geometry & robustness
288
-
289
- ### F8 — Point-light shadow ray `tMax = radius` (`medium`; production-relevant)
290
-
291
- `PathTracedScene.js:587`. The occlusion ray for a point light is bounded by the light's influence
292
- `radius`, but the surface-to-light distance is `distance_to_light` (`:556`), and the cull at `:560`
293
- guarantees `radius >= distance_to_light`. So the visibility test searches **past** the light:
294
- geometry between `distance_to_light` and `radius` (i.e. *behind* the light) is counted as an
295
- occluder, producing spurious shadows / over-darkening. Point lights are used in the production ECS
296
- path (`populate_path_traced_scene_from_ecd.js`), so this is not prototype-only.
297
-
298
- Fix: `_ray_1.tMax = distance_to_light;` (optionally `- eps`). Keep `radius` strictly for the
299
- attenuation cutoff. The directional branch (`tMax = Infinity`, `:533`) is already correct.
300
-
301
- ### F9 — Emissive surfaces never emit (`medium`)
302
-
303
- The bounce loop accumulates only NEE + (broken) background; there is no `L_e` term on hits, and NEE
304
- doesn't sample emitters. Emissive maps are parsed and cached (`MaterialConverter.js:84`,
305
- `StandardMaterial.js:19`) but read by nothing. Any mesh whose light output is its emissive map
306
- renders black — common in glTF assets.
307
-
308
- Fix: sample `material.emissive` in `sample_material` into **separate** output slots (not the albedo
309
- slots), plumb it through the `PathTracedScene.sample_material` wrapper, and in `path_trace` add
310
- `irradiance += color_mask · emissive` **before** `color_mask` is multiplied by this surface's albedo
311
- (`:88`) — otherwise the emitter's glow gets tinted by its own albedo. Because there's no MIS and no
312
- emitter NEE, a plain `L_e`-on-hit term is the correct, non-double-counting choice. Note: `tmp_0` is
313
- `Float32Array(6)` (`PathTracer.js:24`) and must be widened (e.g. to 9) or a separate scratch used.
314
-
315
- ### F10 — Self-intersection epsilon too small at scale (`medium`)
316
-
317
- `PathTracer.js:95` nudges the new origin by a fixed `0.00001` along the **new ray direction**, on a
318
- Float32 ray (`Ray3` extends `Float32Array`). Float32 ULP at coordinate magnitude `C` is
319
- ≈ `C·1.2e-7`; at `|C|≈1000` that's ≈ `1.2e-4` > `1e-5`, so the nudge rounds away and the secondary/
320
- shadow ray re-spawns on the surface → acne/leaks. There is no `tMin` backstop anywhere (leaf tests
321
- use bare `t > 0`). The offset is also applied along the scatter direction (near-tangent for grazing
322
- cosine samples), shrinking the effective normal-escape further. Large scenes (`prepare_scene_lucy`:
323
- ground `y=-800`, camera `z=-2300`) hit this; the currently-active `prepare_sponza` (~5 units) does
324
- not.
325
-
326
- Fix (preferred): carry a real `tMin` in the ray and reject `t <= tMin` in the leaf tests
327
- (`BufferedGeometryBVH.js:260,408`) and the AABB lower bound, with `tMin` scaled to coordinate
328
- magnitude. This also fixes the NEE shadow ray without depending on origin precision. Alternatively,
329
- offset along the **geometric normal** by a magnitude-relative amount
330
- (`max(1e-4, 1e-5·max(|x|,|y|,|z|))`). The offset must be applied in world space (before the
331
- transform-to-local).
332
-
333
- ### F11 — One NaN/Inf sample poisons the whole pixel (`medium`)
334
-
335
- `prototypePathTracer.js:478-488` accumulates into plain JS arrays with no finiteness guard; one bad
336
- sample makes the 16-sample average NaN/Inf. `core/binary/float_to_uint8.js` returns `NaN` for `NaN`
337
- (both range comparisons are false), which coerces to `0` in the `Uint8ClampedArray` → a pure-black
338
- pixel (`+Inf` → white). NaN is reachable via degenerate normals (F18) and the AABB `0*Inf` case
339
- (F16); Inf via unbounded radiance.
340
-
341
- Fix (two layers): (1) **library** — harden `float_to_uint8` so non-finite input maps to `0`
342
- explicitly (protects all callers). (2) **driver** — in the sample loop, skip non-finite
343
- `pixel_color` samples and divide by the count of valid samples (skipping keeps the estimate
344
- unbiased; clamping-to-zero would bias dark). Deeper root cause is preventing NaN generation (F18).
345
-
346
- ### F13 — `occluded` returns `-1` for empty geometry (`low`)
347
-
348
- `BufferedGeometryBVH.js:176` returns `-1` (truthy) when the BVH root is `NULL_NODE`, despite the
349
- documented boolean contract. `PathTracedScene.occluded` (`:408`) treats it as occluded, so an
350
- empty-geometry mesh among the shadow-ray candidates wrongly shadows the point (silent darkening).
351
- Reachable (no polycount guard in `addMesh`) but practically rare (the empty mesh's degenerate AABB
352
- usually fails the top-level slab test first). Fix: `return false;`. (Distinct from `raycast2`/
353
- `raycast`, which use `-1` as a numeric no-hit sentinel — those are fine.)
354
-
355
- ### F16 — `aabb3_intersects_ray_segment`: `0*Inf = NaN` on slab-coplanar axis-parallel rays (`low`)
356
-
357
- `core/geom/3d/aabb/aabb3_intersects_ray_segment.js:41-62`. Callers pass `1/direction`; a zero axis
358
- gives `±Inf`, and if the origin is exactly on that box face, `(box-origin)*inv = 0*Inf = NaN`.
359
- `max2` propagates NaN, so the segment test returns a false miss → skipped subtree → missed hit/
360
- occluder (speckle / missing shadow caster). Shared by all BVH traversal (`bvh_query_*`), so
361
- engine-wide, but requires two exact-`0.0` coincidences, hence rare and low.
362
-
363
- Fix: handle the parallel axis explicitly — branch on `direction_axis === 0` and do a containment
364
- test (`origin` within `[lo,hi]` → unconstrained interval, else miss), or clamp exactly-zero
365
- direction components away from zero before reciprocating. **Note:** a plain "NaN-ignoring min/max"
366
- swap is *insufficient* for the origin-exactly-on-face sub-case (verified) — the surviving non-NaN
367
- bound is itself degenerate. Add spec cases for origin-on-face × axis-aligned direction (all four
368
- face/sign combos).
369
-
370
- ### F17 — Top-level candidate scratch (4096) overflow (`low`)
371
-
372
- `PathTracedScene.js:47` + `trace()`/`occluded()`. `bvh_query_user_data_ray_segment` writes
373
- candidates with no capacity check; a TypedArray write past length is silently dropped while the
374
- returned count keeps incrementing. If a ray crosses >4096 mesh AABBs, the consuming loop reads stale
375
- slots and `meshes.get(...)` → `undefined` → crash on `mesh.hit/occluded`. (The **bottom-level**
376
- active path — `raycast2`/`occluded` — uses an explicit stack and is already overflow-free; the
377
- unused `raycast()` is latent for external callers.)
378
-
379
- Fix: bound the write in `bvh_query_user_data_ray_segment` (protects all callers), or — preferred —
380
- convert the top-level `trace`/`occluded` to the explicit-stack nearest/any traversal used by
381
- `raycast2`/`occluded` (neither needs to materialize all candidates).
382
-
383
- ### F14 / F15 / F18 — small latent sampler/robustness bugs (`low`)
384
-
385
- - **F14** `sampling/getBiasedNormalSample.js:43` writes to a literal offset `3` instead of
386
- `out_offset`. Harmless today (the only caller passes `3`) but wrong for any other caller of this
387
- public function. Fix: `v3_matrix3_rotate(out, out_offset, k0, k1, r_y, mat3)`.
388
- - **F15** `sampling/getCosineDirection.js:37` divides by the summed-vector length with no zero guard;
389
- the antipode (and near-antipode) case yields NaN/garbage. Dead in the integrator but public. Fix:
390
- if length `< 1e-6`, fall back to the normal. (Also rename the misleading `len2` → `inv_len`.)
391
- - **F18** `core/geom/vec3/v3_orthonormal_matrix_from_normal.js:26` does `1/v3_length(o1)` with no
392
- zero guard; a `(0,0,0)` input → NaN basis. Largely contained downstream (`v3_matrix4_rotate`
393
- zeroes degenerate normals, `v3_matrix3_rotate` has a length guard that yields a zero direction),
394
- so worst realistic outcome is a rare prematurely-terminated sample, not NaN pixels. Fix: substitute
395
- a fixed fallback axis when `o1` length ≈ 0.
396
-
397
- ---
398
-
399
- ## 5. Output / display (driver — `prototypePathTracer.js`)
400
-
401
- ### F7 — No tone mapping before the sRGB OETF (`high`, driver-scope)
402
-
403
- `prototypePathTracer.js:486-494`. After averaging, the pipeline is `linear_to_sRGB` →
404
- `float_to_uint8` with **no** tone-mapping operator. `linear_to_sRGB` is the display transfer
405
- function (OETF), not a dynamic-range compressor; for input `> 1` it returns `> 1` and
406
- `float_to_uint8` hard-clamps to 255. Path-traced radiance is unbounded HDR (sponza sun intensity 3,
407
- plus — until F2 lands — unnormalized diffuse direct light), so bright regions collapse to flat white
408
- and per-channel clipping skews hue.
409
-
410
- Fix: insert a tone map between averaging and the OETF — luminance-based Reinhard or a fitted ACES
411
- curve, optionally with an exposure control. Driver-only; does not touch the integrator. (Note F2
412
- will change the lighting scale by π, so add the tone map *after* the radiometric fixes and re-tune
413
- exposure together.)
414
-
415
- ---
416
-
417
- ## 6. Testing & validation
418
-
419
- Per project conventions: run Jest from the repo root `H:/git/moh` using the root `jest.conf.json`;
420
- write **black-box** tests (assert observable radiance, never call counts/private paths); use **real**
421
- objects, not mocks; and follow **correctness-first** (no loosened tolerances to make a test pass).
422
- `assert.*` is stripped in prod, so don't write rejection tests against asserts.
423
-
424
- Recommended new gate (`PathTracer.spec.js` or similar), added as part of Phase 1 so the radiometric
425
- fixes are locked:
426
-
427
- 1. **White-furnace / energy-conservation test.** Constant albedo `a`, uniform environment radiance
428
- `L` (set `__background_sampler` to a constant), no analytic lights, many samples/bounces with RR
429
- on. Expected converged radiance for a Lambertian closed/uniform field is `a·L/(1-a)`-style energy
430
- balance; at minimum, **`a=1` must not lose energy** (converges to `L`, not a darkening series).
431
- This single test catches F1 (RR bias) and F3 (environment GI) regressions.
432
- 2. **Direct-vs-indirect ratio test.** A lit Lambertian plane: compare the NEE direct term against a
433
- path-traced indirect estimate of the same configuration; they must be consistent (catches F2's
434
- π imbalance). A furnace test with a single light also surfaces the missing `1/π`.
435
- 3. **Primary-miss background test.** Non-black `__background_sampler`; a ray that misses must return
436
- the background color (catches F3's multiply-vs-assign).
437
- 4. **Point-light occlusion test.** Occluder placed *behind* the light within `radius`: the shaded
438
- point must remain lit (catches F8).
439
- 5. **AABB slab edge test** (extend `aabb3_intersects_ray_segment.spec.js`): origin exactly on a face
440
- plane with an axis-aligned direction transiting the box — must hit (catches F16).
441
- 6. **Non-finite hardening test** for `float_to_uint8(NaN/±Inf)` → defined finite bytes (F11).
442
-
443
- Reference-image / scene-level checks (`prepare_scene_rtiw`, `gi_box_01`, sponza) are useful for F4–
444
- F7 but are harder to assert numerically; treat them as manual visual confirmation after the unit
445
- gates pass.
446
-
447
- ---
448
-
449
- ## 7. Checked and dismissed (NOT bugs)
450
-
451
- These were raised during review and **verified to be correct** — recorded so they aren't re-flagged:
452
-
453
- - **Non-uniform-scale ray distance handling is correct.** `ray3_interval_array_apply_matrix4`
454
- normalizes the local direction and rescales `tMax`; `PathTracedMesh.hit` recomputes the world
455
- distance via `v3_distance`. Cross-mesh nearest-hit ordering stays consistent under scale.
456
- - **Interpolated/geometric normals *are* renormalized.** `sample_triangle_attribute` and
457
- `construct_ray_hit_from_geometry` produce non-unit normals, but `v3_array_matrix4_rotate`
458
- (→`v3_matrix4_rotate`) renormalizes before any consumer reads them (and zeroes degenerate ones).
459
- The "missing renormalize" concern is unfounded.
460
- - **The Lambertian sampling path is radiometrically correct.** Cosine pdf `cosθ/π` cancels the
461
- `albedo/π` BRDF, leaving `color_mask *= albedo`. `getBiasedNormalSample` (cos^power lobe) and
462
- `random_in_hemisphere` (uniform hemisphere) are both correct.
463
- - **The `_ray_0[3..5]` overload is load-bearing, not dead.** The normal is copied into the direction
464
- slot specifically so NEE's `dotNL` can read it; `getBiasedNormalSample` only overwrites it
465
- *after* NEE. Deleting the copy would break direct lighting.
466
- - **Black default background is an acceptable default**, not a bug (the visible symptom is F3's
467
- multiply logic, not the default value).
468
- - **Point-light windowed inverse-square attenuation is correct** — `radius` is the cutoff/window by
469
- design (matches the production forward+ renderer's `pointLight.distance`).
470
- - **No firefly clamp is by design.** Adding a per-sample radiance clamp would *bias* the estimator;
471
- the attenuation denominator is floored (`max(d², 0.01)`), so NEE cannot produce Inf/NaN.
472
- - **`sample_material` does not read uninitialized albedo** — the `PathTracedScene.sample_material`
473
- wrapper sets `out[0..2] = 1` before calling it.
474
-
475
- ---
476
-
477
- ## 8. Suggested implementation phasing
478
-
479
- 1. **Phase 1 — radiometric core + regression gate.** F1, F2, F3 together, plus the white-furnace /
480
- direct-vs-indirect / primary-miss tests (§6.1–6.3). Small surgical edits; biggest correctness
481
- win. Expect a global brightness change (re-tune any scene light intensities afterward).
482
- 2. **Phase 2 — material/shading correctness.** F4 (stale UV), F5 (sRGB linearization), F6 (normal
483
- inverse-transpose). Visible quality, scene-dependent.
484
- 3. **Phase 3 — lighting & robustness.** F8 (point-light shadow tMax) + test, F9 (emissive), F10
485
- (self-intersection epsilon / tMin), F11 (NaN/Inf hardening).
486
- 4. **Phase 4 — latent / core-primitive hardening.** F13, F14, F15, F16 (+ spec), F17, F18, F19.
487
- Low individual impact; cheap and prevent rare crashes/speckle.
488
- 5. **Phase 5 — bigger features (optional / separate).** F12 (metallic-roughness BRDF, likely with
489
- MIS and a real `scattering_pdf` path), F7 (tone mapping in the driver). Larger design work; do
490
- after the integrator is energy-correct.
1
+ # Path Tracer — Correctness Review 001 & Action Plan
2
+
3
+ Scope: the CPU (JavaScript) unidirectional path tracer rooted at `PathTracer.js`, plus its
4
+ scene / BVH / material / sampling support code in this directory and the core geom/math
5
+ primitives it depends on.
6
+
7
+ Goal of this document: catalogue the **major correctness** defects (wrong light transport,
8
+ wrong pixels, crashes) and give a concrete, prioritised remediation plan. Style/perf/feature
9
+ polish is out of scope except where it crosses into correctness.
10
+
11
+ Method: a multi-agent review fanned out across seven dimensions (integrator math, sampling/PDF,
12
+ geometry/intersection, BVH/traversal/transforms, materials/textures, numerical robustness, and a
13
+ holistic end-to-end pass). Every candidate finding was then **independently re-read and
14
+ adversarially verified** by a separate skeptic before being accepted here. 31 findings were
15
+ confirmed; 10 were checked and dismissed (see [§7](#7-checked-and-dismissed-not-bugs)).
16
+
17
+ The integrator's intended design is taken as a given (and is correct as a design): cosine-weighted
18
+ hemisphere sampling for a Lambertian lobe + next-event estimation (NEE) for analytic
19
+ directional/point lights; **no MIS, no specular/transmission, no emitter sampling**. The findings
20
+ below are defects *relative to that design*, not requests to change the design — except where a gap
21
+ in the design itself (emissive, environment GI) silently drops energy.
22
+
23
+ ---
24
+
25
+ ## 0. Status (applied 2026-06-19)
26
+
27
+ **Applied:** F1 (RR compensation), F2 (NEE 1/π), F3 (environment on every miss), F4 (UV order),
28
+ F5 (sRGB→linear for textures + tints — `StandardTexture.decode_sRGB` boolean, set from
29
+ `texture.encoding` in `MaterialConverter` so the three.js dependency stays at that boundary), F6
30
+ (transpose-adjugate **normal matrix** — new `core/geom/3d/mat4/m4_compute_normal_matrix3.js`, cached
31
+ on `PathTracedMesh`, used for both shading and geometric normals), F8 (point-light shadow `tMax`),
32
+ F9 (emissive `L_e` on hit; `tmp_0` widened to 9), F10 (coordinate-scaled self-occlusion offset),
33
+ F13 (`occluded` → `false`), F14 (`getBiasedNormalSample` honors `out_offset`).
34
+
35
+ Regression gate added: `PathTracer.spec.js` (normal-matrix correctness, white-furnace energy
36
+ conservation, primary-miss background). All path-tracer + touched-core specs pass.
37
+
38
+ **Dropped on review** (defensive guards against conditions that can only mean an upstream bug —
39
+ masking them hides the real defect, so they were reverted; see [§7](#7-checked-and-dismissed-not-bugs)):
40
+ - **F11** (`float_to_uint8` non-finite guard + driver sample rejection) — if the tracer emits
41
+ NaN/Inf the tracer is buggy; surface it, don't average around it.
42
+ - **F15** (`getCosineDirection` antipode guard) — unreachable for a unit normal and well-behaved RNG.
43
+ - **F18** (orthonormal-basis zero guard) — unreachable for a non-zero input; and a non-unit input
44
+ produces a broken basis regardless. Replaced with a JSDoc **unit-vector precondition** instead.
45
+
46
+ **Deferred (with rationale):**
47
+ - **F7** (tone mapping) — driver-only display feature; best done together with exposure re-tuning
48
+ after the π-scale change settles.
49
+ - **F12** (metallic-roughness BRDF) — a feature, not a bug; the Lambertian path is correct. Wants
50
+ its own design pass (likely with MIS and a real `scattering_pdf`).
51
+ - **F16** (`aabb3_intersects_ray_segment` `0·Inf`) — shared hot primitive backing physics BVH /
52
+ determinism gates; broad blast radius, needs its own change + spec. Left untouched here.
53
+ - **F17** (top-level scratch overflow) — proper fix is an explicit-stack traversal or a bounded
54
+ shared query; a defensive `undefined` guard would be a bandaid. Deferred.
55
+ - **F19** (shading-normal hemisphere guard) — minor approximation refinement, optional.
56
+
57
+ Note: F2 darkens direct lighting by π and F5 darkens sRGB textures — scene light intensities tuned
58
+ against the old renderer will need re-tuning (and F7 tone mapping helps here).
59
+
60
+ ---
61
+
62
+ ## 1. Severity summary
63
+
64
+ | # | Severity | Area | Issue | Primary location |
65
+ |---|----------|------|-------|------------------|
66
+ | F1 | **High** | Integrator | Russian roulette never re-weights survivors by `1/p_survive` → all indirect GI biased dark | `PathTracer.js:66-75` |
67
+ | F2 | **High** | Integrator | NEE direct lighting omits the Lambertian `1/π` BRDF factor → direct light ~π× too bright vs. indirect | `PathTracedScene.js:542-547,597-602` |
68
+ | F3 | **High** | Integrator | Environment/background is broken: primary-miss does `multiply` against a zero accumulator, and mid-path misses add nothing → sky never contributes | `PathTracer.js:77-83,111-118` |
69
+ | F4 | **High** | Materials | Normal map sampled at the *previous* hit's UV (stale module-static `texture_uv`) | `texture/sample_material.js:91` vs `:113` |
70
+ | F5 | **High** | Materials | sRGB base-color textures & color tints used without sRGB→linear decode → over-bright, compounds per bounce | `material/StandardTexture.js:60-87`, `material/MaterialConverter.js` |
71
+ | F6 | **High→Med** | Geometry | Normals transformed by `M` instead of `(M⁻¹)ᵀ` → wrong under non-uniform scale | `texture/sample_material.js:89`, `ray_hit_apply_transform.js:29` |
72
+ | F7 | **High** *(driver)* | Output | No tone-mapping before the sRGB OETF → HDR clips harshly to white + per-channel hue shift | `prototypePathTracer.js:486-494` |
73
+ | F8 | **Medium** | Lighting | Point-light shadow ray uses `tMax = radius` instead of `distance_to_light` → false shadows from geometry *behind* the light | `PathTracedScene.js:587` |
74
+ | F9 | **Medium** | Integrator | Emissive materials are loaded but never emit (`L_e` term missing, not in NEE) → emitters render black | `PathTracer.js:85-108`, `material/MaterialConverter.js:84` |
75
+ | F10 | **Medium** | Robustness | Fixed `0.00001` self-intersection offset is below Float32 ULP at large scene scale (and is applied along the scatter dir, not the normal) → shadow/contact acne | `PathTracer.js:95` |
76
+ | F11 | **Medium** | Robustness | A single NaN/Inf sample poisons the whole pixel average → black (or white) speckle | `prototypePathTracer.js:478-488`, `core/binary/float_to_uint8.js` |
77
+ | F12 | **Medium** | Materials | `metalness`/`roughness` loaded but ignored — every surface is Lambertian (no Fresnel/GGX) | `material/MaterialConverter.js:80-83`, `material/StandardMaterial.js` |
78
+ | F13 | **Low** | BVH | `BufferedGeometryBVH.occluded` returns `-1` (truthy) for empty geometry → empty mesh reported as an occluder | `BufferedGeometryBVH.js:176` |
79
+ | F14 | **Low** | Sampling | `getBiasedNormalSample` writes to a hardcoded offset `3`, ignoring its `out_offset` param (latent public-API bug) | `sampling/getBiasedNormalSample.js:43` |
80
+ | F15 | **Low** | Sampling | `getCosineDirection` yields NaN when the sampled sphere point is the antipode of the normal | `sampling/getCosineDirection.js:33-41` |
81
+ | F16 | **Low** | Core/BVH | `aabb3_intersects_ray_segment`: `0*Inf = NaN` for an axis-parallel ray whose origin lies on a slab plane → missed hit/occluder | `core/.../aabb3_intersects_ray_segment.js:41-62` |
82
+ | F17 | **Low** | BVH | Top-level candidate scratch array (4096) has no overflow guard → silent corruption / undefined deref crash if a ray crosses >4096 mesh AABBs | `PathTracedScene.js:47,393-408,437-453` |
83
+ | F18 | **Low** | Robustness | Zero-length normal → `1/length(0)` → NaN basis in `v3_orthonormal_matrix_from_normal` (narrow, mostly contained downstream) | `core/geom/vec3/v3_orthonormal_matrix_from_normal.js:26` |
84
+ | F19 | **Low** | Shading | Perturbed (normal-mapped) shading normal has no geometric-normal hemisphere guard → grazing-angle light leak/darkening | `texture/sample_material.js:102-106` |
85
+
86
+ Library vs. tooling note: per project convention, `prototypePathTracer.js` is an internal
87
+ prototype/driver tool and `PathTracer.js`/`PathTracedScene.js`/etc. are public library surface.
88
+ F7 and the driver half of F11 live in the prototype; everything else is library code. Unreferenced
89
+ exports (e.g. `getCosineDirection`, `make_sky_*`, `raycast`) are still public surface — fix, don't
90
+ delete.
91
+
92
+ ---
93
+
94
+ ## 2. The radiometric core (fix these first)
95
+
96
+ These three are small, surgical edits in the integrator, but they define whether the renderer is
97
+ energy-correct at all. They should be done together and locked with a regression test
98
+ ([§6](#6-testing--validation)).
99
+
100
+ ### F1 — Russian roulette has no survival compensation (bias / global GI darkening)
101
+
102
+ `PathTracer.js:66-75`. For `i >= min_bounce` the path is killed with probability
103
+ `RUSSIAN_ROULETTE_PROBABILITY = 0.5`, but on **survival** the throughput `color_mask` is never
104
+ divided by the survival probability `(1 - 0.5)`. The only write to `color_mask` is the albedo
105
+ multiply at `PathTracer.js:88`.
106
+
107
+ Why it's wrong: RR is unbiased only if survivors are scaled by `1/p_survive` so that
108
+ `E = p_survive·(value/p_survive) = value`. Without it, every contribution gathered at or after a
109
+ surviving RR step is attenuated by `0.5` per step (bounce 2 → ×0.5, bounce 3 → ×0.25, …). With the
110
+ driver's `min_bounce=1`, directly-visible surfaces' direct light (`i=0`) is correct, but **all
111
+ multi-bounce indirect light converges to a too-dark answer** — a true bias, not noise.
112
+
113
+ Fix: inside the `if (i >= min_bounce)` block, after the terminate test passes, multiply
114
+ `color_mask` by `1 / (1 - RUSSIAN_ROULETTE_PROBABILITY)` (= 2 for the current constant). Placement
115
+ matters — it must be inside the `i >= min_bounce` guard (only when RR actually ran), before the
116
+ trace/accumulate for that iteration, so both the NEE term and onward throughput carry the factor.
117
+
118
+ ```js
119
+ if (i >= min_bounce) {
120
+ if (random() < RUSSIAN_ROULETTE_PROBABILITY) {
121
+ break; // terminate
122
+ }
123
+ const inv_survive = 1 / (1 - RUSSIAN_ROULETTE_PROBABILITY);
124
+ color_mask[0] *= inv_survive;
125
+ color_mask[1] *= inv_survive;
126
+ color_mask[2] *= inv_survive;
127
+ }
128
+ ```
129
+
130
+ Optional follow-up (variance, not correctness): make `p_survive` depend on `max(color_mask)`
131
+ (throughput-based RR). Strictly better, but not required to remove the bias. Also note `max_bounce`
132
+ hard-truncates surviving paths at the cap without RR there — a much smaller, separate residual bias.
133
+
134
+ ### F2 — NEE omits the Lambertian `1/π` (direct vs. indirect imbalance of π)
135
+
136
+ `PathTracedScene.js:542-547` (directional) and `:597-602` (point). The NEE contribution is
137
+ `light_color · dotNL · intensity` (× attenuation for point), accumulated as
138
+ `color_mask · tmp_0` at `PathTracer.js:104-106`. `color_mask` already carries the albedo, so the
139
+ direct term is `albedo · L · cosθ` — but the physical Lambertian result is
140
+ `(albedo/π) · L · cosθ`. The `1/π` is missing.
141
+
142
+ Why it's wrong, and why it's specifically an *imbalance*: the **indirect** path is already
143
+ self-consistent for `BRDF = albedo/π` — cosine sampling gives `pdf = cosθ/π`, so
144
+ `BRDF·cosθ/pdf = albedo`, exactly what `color_mask *= albedo` (`PathTracer.js:88`) does. The
145
+ indirect path implicitly carries the `1/π`; NEE does not. So direct lighting is π (~3.14×) too
146
+ bright *relative to* bounced lighting that shares the same surface. The engine's own intended
147
+ convention confirms this: `StandardMaterial.scattering_pdf` returns `cosθ · PI_RECIPROCAL` (it's
148
+ just commented out at its call site, `PathTracedScene.js:365-369`).
149
+
150
+ Fix: fold `PI_RECIPROCAL` (`core/math/PI_RECIPROCAL.js`) into `intensity` in both light branches:
151
+
152
+ ```js
153
+ const intensity = dotNL * light.intensity.getValue() * PI_RECIPROCAL; // directional
154
+ const intensity = dotNL * light.intensity.getValue() * attenuation * PI_RECIPROCAL; // point
155
+ ```
156
+
157
+ Do **not** touch `PathTracer.js:88` — the indirect throughput already cancels the `1/π`. This will
158
+ darken direct lighting by π, so any light intensities tuned against the buggy renderer will need
159
+ rescaling. Validate with a constant-albedo white-furnace test ([§6](#6-testing--validation)).
160
+
161
+ ### F3 — Environment/background contribution is broken (primary miss + mid-path miss)
162
+
163
+ Two coupled defects, best fixed together:
164
+
165
+ 1. **Primary miss multiplies against zero** — `PathTracer.js:111-118`. With `min_bounce=1`, the
166
+ only way to exit the loop with `i === 0` is a primary-ray miss; at that point `irradiance` is
167
+ still `[0,0,0]`. The branch then does `vec3.multiply(irradiance, irradiance, tmp_0)` =
168
+ `0 · sky = 0`. The sky radiance sampled into `tmp_0` is discarded — a missed primary ray is
169
+ always black, for **any** background. The correct op is an **assignment** (radiance along a
170
+ missed primary ray *equals* the environment radiance).
171
+ 2. **Mid-path misses drop the environment entirely** — `PathTracer.js:77-83`. When a bounce ray
172
+ (`i > 0`) escapes, the loop just `break`s, never adding `color_mask · sky`. So the sky never acts
173
+ as a light source; surfaces receive only the analytic lights, zero environment GI.
174
+
175
+ Currently masked: the default `__background_sampler = make_vector3(0,0,0)` (`PathTracedScene.js:103`)
176
+ is black and is never reassigned in shipped code, so `0·0` and `0+0` both look correct today. The
177
+ defect becomes visible the moment a real sky (`make_sky_rtiw` / `make_sky_hosek` — which exist for
178
+ exactly this) is wired into the public `__background_sampler`. It is unambiguously wrong logic and
179
+ should be fixed even though it is currently dormant.
180
+
181
+ Fix (unifies both): handle the miss inside the loop and delete the `i === 0` post-loop block:
182
+
183
+ ```js
184
+ const hit_distance = scene.trace(trace_result, _ray_0);
185
+ if (hit_distance < 0) {
186
+ // ray escaped — accumulate throughput-weighted environment radiance
187
+ scene.sample_background(tmp_0, 0, _ray_0, 3);
188
+ irradiance[0] += color_mask[0] * tmp_0[0];
189
+ irradiance[1] += color_mask[1] * tmp_0[1];
190
+ irradiance[2] += color_mask[2] * tmp_0[2];
191
+ break;
192
+ }
193
+ ```
194
+
195
+ At `i=0`, `color_mask` is still `[1,1,1]`, so this reduces to assigning the raw sky (fixing the
196
+ multiply-vs-assign); at `i>0` it adds the throughput-weighted environment, restoring sky GI. The
197
+ direction at `_ray_0[3..5]` is the correct escaping direction at the moment of the miss (the bounce
198
+ overwrite at `:91`/`:101` hasn't run yet for this iteration).
199
+
200
+ ---
201
+
202
+ ## 3. Material & shading correctness
203
+
204
+ ### F4 — Normal map sampled at stale UV (`high`)
205
+
206
+ `texture/sample_material.js`. `material.normal.sample(normal, texture_uv[0], texture_uv[1])` runs
207
+ at **line 91**, but `texture_uv` (a module-static `[0,0]`) is only filled with *this* triangle's
208
+ interpolated UV at **lines 109-118**, which execute afterward. So the tangent-space normal is read
209
+ at the *previous* invocation's UV (or `(0,0)` on the first call) — a spatially unrelated texel. The
210
+ diffuse sample (`:129`) correctly uses the freshly-computed UV, so only normal-mapped materials are
211
+ affected (the default flat normal `[127,127,255]` is skipped by the `:93` distance test, so plain
212
+ materials are unaffected). The corrupted shading normal feeds both the NEE cosine term and the
213
+ cosine-lobe bounce, and varies with traversal order.
214
+
215
+ Fix: move the UV-computation block (current `:109-118`) **above** the normal-map sampling block
216
+ (`:91-107`). No other call site depends on the current ordering.
217
+
218
+ ### F5 — sRGB albedo not linearized (`high`)
219
+
220
+ The live shading path calls `material.diffuse.sample(...)` → `StandardTexture.sample`
221
+ (`material/StandardTexture.js:60-87`), which converts uint8→float but performs **no** sRGB→linear
222
+ decode and has no `encoding` field at all. `MaterialConverter.#ensure_texture`
223
+ (`material/MaterialConverter.js:43-57`) drops `texture.encoding` at conversion time. (The free
224
+ function `texture/sample_texture.js` *does* branch on encoding, but its sRGB call is commented out
225
+ at `:53` and it is dead code — referenced nowhere.) glTF/three base-color maps are sRGB-authored;
226
+ feeding gamma-encoded texels into a linear integrator over-brightens midtones (`0.5` sRGB ≈ `0.214`
227
+ linear) and the error **compounds multiplicatively per bounce** via `color_mask` (`PathTracer.js:88`).
228
+ Flat `material.color` tints (`MaterialConverter.js:92-100`) are likewise not linearized.
229
+
230
+ Fix (must be **selective** — only sRGB-authored channels):
231
+ - Add an `encoding` field to `StandardTexture` (default `LinearEncoding`); set it in
232
+ `MaterialConverter.#ensure_texture` from `texture.encoding`.
233
+ - In `StandardTexture.sample`, apply `sRGB_to_linear` (`core/color/sRGB/sRGB_to_linear.js`) only
234
+ when `encoding === sRGBEncoding`, after the uint8→float step. **Do not** linearize
235
+ normal/metalness/roughness — those are data textures and would be corrupted.
236
+ - Linearize `material.color` before `sampler2d_multiply_vector` in the tint path.
237
+
238
+ ### F6 — Normals use `M`, not the inverse-transpose (`high` for shading normal under non-uniform scale)
239
+
240
+ `texture/sample_material.js:89` rotates the **shading** normal by the forward model matrix
241
+ `mesh.transform`; `ray_hit_apply_transform.js:29` does the same for the **geometric** normal. Both
242
+ funnel into `v3_matrix4_rotate` (applies the upper-left 3×3 of `M`, then renormalizes). A normal is
243
+ a covector and must transform as `(M⁻¹)ᵀ·n`. For rotation + uniform scale + translation these agree
244
+ up to a positive scalar (killed by the renormalize), so the **common case is correct** — but under
245
+ **any non-uniform scale/shear** `M·n` is no longer perpendicular to the transformed surface, and
246
+ renormalization fixes only length, not direction. The skewed shading normal mis-aims both the
247
+ cosine sampling lobe and the NEE `dotNL`; at strong non-uniform scale the skewed *geometric* normal
248
+ can even flip the back-face sign test (`PathTracedScene.js:355-363`), flipping shading to the wrong
249
+ hemisphere (black/wrong shading).
250
+
251
+ Reachability: `createMesh` accepts an arbitrary `mat4`, and `Transform` supports per-axis scale, so
252
+ non-uniform scale enters through the public API. The shipped prototype scenes happen to use uniform
253
+ scale, so it's latent there but live for library callers.
254
+
255
+ Fix: cache a normal matrix = transpose of the upper-left 3×3 of `#transform_inverse` (already
256
+ computed via `mat4.invert` in the transform setter, `PathTracedMesh.js:86`) and use it for both
257
+ normal rotations. Add a `v3_array_matrix4_rotate_transpose`-style helper (mind gl-matrix
258
+ column-major indexing). The position transform in `ray_hit_apply_transform` must keep using the
259
+ forward matrix; only the normal line changes. The geometric-normal site (`ray_hit_apply_transform.js`)
260
+ is lower impact (sign test only) but worth fixing for consistency.
261
+
262
+ ### F12 — `metalness`/`roughness` ignored; always Lambertian (`medium`)
263
+
264
+ `MaterialConverter.js:80-83` assigns these samplers and `StandardMaterial` holds them, but nothing
265
+ in shading reads them — the only BRDF is the cosine diffuse lobe. Metals render as colored diffuse;
266
+ all gloss/specular/Fresnel is absent; energy is mis-distributed for any PBR asset. Note: the
267
+ existing Lambertian path is itself *correct* — this is an unimplemented-feature gap, not a math
268
+ error. The loaded data is currently dead.
269
+
270
+ Fix (larger): implement a metallic-roughness BRDF (Lambert diffuse scaled by `1-metalness` + GGX/
271
+ Cook-Torrance specular with Fresnel-Schlick, `F0 = mix(0.04, albedo, metalness)`), read
272
+ metalness/roughness in `sample_material`, importance-sample the chosen lobe, and re-enable a real
273
+ `scattering_pdf` division in the integrator. If out of scope now, **document** that only Lambertian
274
+ diffuse is supported so the dead metalness/roughness inputs aren't mistaken for active. See also the
275
+ emitter/MIS gap (F9) — a proper specular path usually wants MIS.
276
+
277
+ ### F19 — Perturbed shading normal lacks a geometric-normal guard (`low`)
278
+
279
+ `texture/sample_material.js:102-106`. The normal-mapped shading normal becomes the sole normal for
280
+ both sampling and NEE, with no check that it stays in the geometric upper hemisphere. Strong normal
281
+ maps at grazing angles can send bounce/NEE directions below the true surface → localized leak/
282
+ darkening. Standard minor approximation; only matters with real normal maps. Optional: retain the
283
+ geometric normal (`hit[3..5]`) and clamp/guard directions against it.
284
+
285
+ ---
286
+
287
+ ## 4. Lighting, geometry & robustness
288
+
289
+ ### F8 — Point-light shadow ray `tMax = radius` (`medium`; production-relevant)
290
+
291
+ `PathTracedScene.js:587`. The occlusion ray for a point light is bounded by the light's influence
292
+ `radius`, but the surface-to-light distance is `distance_to_light` (`:556`), and the cull at `:560`
293
+ guarantees `radius >= distance_to_light`. So the visibility test searches **past** the light:
294
+ geometry between `distance_to_light` and `radius` (i.e. *behind* the light) is counted as an
295
+ occluder, producing spurious shadows / over-darkening. Point lights are used in the production ECS
296
+ path (`populate_path_traced_scene_from_ecd.js`), so this is not prototype-only.
297
+
298
+ Fix: `_ray_1.tMax = distance_to_light;` (optionally `- eps`). Keep `radius` strictly for the
299
+ attenuation cutoff. The directional branch (`tMax = Infinity`, `:533`) is already correct.
300
+
301
+ ### F9 — Emissive surfaces never emit (`medium`)
302
+
303
+ The bounce loop accumulates only NEE + (broken) background; there is no `L_e` term on hits, and NEE
304
+ doesn't sample emitters. Emissive maps are parsed and cached (`MaterialConverter.js:84`,
305
+ `StandardMaterial.js:19`) but read by nothing. Any mesh whose light output is its emissive map
306
+ renders black — common in glTF assets.
307
+
308
+ Fix: sample `material.emissive` in `sample_material` into **separate** output slots (not the albedo
309
+ slots), plumb it through the `PathTracedScene.sample_material` wrapper, and in `path_trace` add
310
+ `irradiance += color_mask · emissive` **before** `color_mask` is multiplied by this surface's albedo
311
+ (`:88`) — otherwise the emitter's glow gets tinted by its own albedo. Because there's no MIS and no
312
+ emitter NEE, a plain `L_e`-on-hit term is the correct, non-double-counting choice. Note: `tmp_0` is
313
+ `Float32Array(6)` (`PathTracer.js:24`) and must be widened (e.g. to 9) or a separate scratch used.
314
+
315
+ ### F10 — Self-intersection epsilon too small at scale (`medium`)
316
+
317
+ `PathTracer.js:95` nudges the new origin by a fixed `0.00001` along the **new ray direction**, on a
318
+ Float32 ray (`Ray3` extends `Float32Array`). Float32 ULP at coordinate magnitude `C` is
319
+ ≈ `C·1.2e-7`; at `|C|≈1000` that's ≈ `1.2e-4` > `1e-5`, so the nudge rounds away and the secondary/
320
+ shadow ray re-spawns on the surface → acne/leaks. There is no `tMin` backstop anywhere (leaf tests
321
+ use bare `t > 0`). The offset is also applied along the scatter direction (near-tangent for grazing
322
+ cosine samples), shrinking the effective normal-escape further. Large scenes (`prepare_scene_lucy`:
323
+ ground `y=-800`, camera `z=-2300`) hit this; the currently-active `prepare_sponza` (~5 units) does
324
+ not.
325
+
326
+ Fix (preferred): carry a real `tMin` in the ray and reject `t <= tMin` in the leaf tests
327
+ (`BufferedGeometryBVH.js:260,408`) and the AABB lower bound, with `tMin` scaled to coordinate
328
+ magnitude. This also fixes the NEE shadow ray without depending on origin precision. Alternatively,
329
+ offset along the **geometric normal** by a magnitude-relative amount
330
+ (`max(1e-4, 1e-5·max(|x|,|y|,|z|))`). The offset must be applied in world space (before the
331
+ transform-to-local).
332
+
333
+ ### F11 — One NaN/Inf sample poisons the whole pixel (`medium`)
334
+
335
+ `prototypePathTracer.js:478-488` accumulates into plain JS arrays with no finiteness guard; one bad
336
+ sample makes the 16-sample average NaN/Inf. `core/binary/float_to_uint8.js` returns `NaN` for `NaN`
337
+ (both range comparisons are false), which coerces to `0` in the `Uint8ClampedArray` → a pure-black
338
+ pixel (`+Inf` → white). NaN is reachable via degenerate normals (F18) and the AABB `0*Inf` case
339
+ (F16); Inf via unbounded radiance.
340
+
341
+ Fix (two layers): (1) **library** — harden `float_to_uint8` so non-finite input maps to `0`
342
+ explicitly (protects all callers). (2) **driver** — in the sample loop, skip non-finite
343
+ `pixel_color` samples and divide by the count of valid samples (skipping keeps the estimate
344
+ unbiased; clamping-to-zero would bias dark). Deeper root cause is preventing NaN generation (F18).
345
+
346
+ ### F13 — `occluded` returns `-1` for empty geometry (`low`)
347
+
348
+ `BufferedGeometryBVH.js:176` returns `-1` (truthy) when the BVH root is `NULL_NODE`, despite the
349
+ documented boolean contract. `PathTracedScene.occluded` (`:408`) treats it as occluded, so an
350
+ empty-geometry mesh among the shadow-ray candidates wrongly shadows the point (silent darkening).
351
+ Reachable (no polycount guard in `addMesh`) but practically rare (the empty mesh's degenerate AABB
352
+ usually fails the top-level slab test first). Fix: `return false;`. (Distinct from `raycast2`/
353
+ `raycast`, which use `-1` as a numeric no-hit sentinel — those are fine.)
354
+
355
+ ### F16 — `aabb3_intersects_ray_segment`: `0*Inf = NaN` on slab-coplanar axis-parallel rays (`low`)
356
+
357
+ `core/geom/3d/aabb/aabb3_intersects_ray_segment.js:41-62`. Callers pass `1/direction`; a zero axis
358
+ gives `±Inf`, and if the origin is exactly on that box face, `(box-origin)*inv = 0*Inf = NaN`.
359
+ `max2` propagates NaN, so the segment test returns a false miss → skipped subtree → missed hit/
360
+ occluder (speckle / missing shadow caster). Shared by all BVH traversal (`bvh_query_*`), so
361
+ engine-wide, but requires two exact-`0.0` coincidences, hence rare and low.
362
+
363
+ Fix: handle the parallel axis explicitly — branch on `direction_axis === 0` and do a containment
364
+ test (`origin` within `[lo,hi]` → unconstrained interval, else miss), or clamp exactly-zero
365
+ direction components away from zero before reciprocating. **Note:** a plain "NaN-ignoring min/max"
366
+ swap is *insufficient* for the origin-exactly-on-face sub-case (verified) — the surviving non-NaN
367
+ bound is itself degenerate. Add spec cases for origin-on-face × axis-aligned direction (all four
368
+ face/sign combos).
369
+
370
+ ### F17 — Top-level candidate scratch (4096) overflow (`low`)
371
+
372
+ `PathTracedScene.js:47` + `trace()`/`occluded()`. `bvh_query_user_data_ray_segment` writes
373
+ candidates with no capacity check; a TypedArray write past length is silently dropped while the
374
+ returned count keeps incrementing. If a ray crosses >4096 mesh AABBs, the consuming loop reads stale
375
+ slots and `meshes.get(...)` → `undefined` → crash on `mesh.hit/occluded`. (The **bottom-level**
376
+ active path — `raycast2`/`occluded` — uses an explicit stack and is already overflow-free; the
377
+ unused `raycast()` is latent for external callers.)
378
+
379
+ Fix: bound the write in `bvh_query_user_data_ray_segment` (protects all callers), or — preferred —
380
+ convert the top-level `trace`/`occluded` to the explicit-stack nearest/any traversal used by
381
+ `raycast2`/`occluded` (neither needs to materialize all candidates).
382
+
383
+ ### F14 / F15 / F18 — small latent sampler/robustness bugs (`low`)
384
+
385
+ - **F14** `sampling/getBiasedNormalSample.js:43` writes to a literal offset `3` instead of
386
+ `out_offset`. Harmless today (the only caller passes `3`) but wrong for any other caller of this
387
+ public function. Fix: `v3_matrix3_rotate(out, out_offset, k0, k1, r_y, mat3)`.
388
+ - **F15** `sampling/getCosineDirection.js:37` divides by the summed-vector length with no zero guard;
389
+ the antipode (and near-antipode) case yields NaN/garbage. Dead in the integrator but public. Fix:
390
+ if length `< 1e-6`, fall back to the normal. (Also rename the misleading `len2` → `inv_len`.)
391
+ - **F18** `core/geom/vec3/v3_orthonormal_matrix_from_normal.js:26` does `1/v3_length(o1)` with no
392
+ zero guard; a `(0,0,0)` input → NaN basis. Largely contained downstream (`v3_matrix4_rotate`
393
+ zeroes degenerate normals, `v3_matrix3_rotate` has a length guard that yields a zero direction),
394
+ so worst realistic outcome is a rare prematurely-terminated sample, not NaN pixels. Fix: substitute
395
+ a fixed fallback axis when `o1` length ≈ 0.
396
+
397
+ ---
398
+
399
+ ## 5. Output / display (driver — `prototypePathTracer.js`)
400
+
401
+ ### F7 — No tone mapping before the sRGB OETF (`high`, driver-scope)
402
+
403
+ `prototypePathTracer.js:486-494`. After averaging, the pipeline is `linear_to_sRGB` →
404
+ `float_to_uint8` with **no** tone-mapping operator. `linear_to_sRGB` is the display transfer
405
+ function (OETF), not a dynamic-range compressor; for input `> 1` it returns `> 1` and
406
+ `float_to_uint8` hard-clamps to 255. Path-traced radiance is unbounded HDR (sponza sun intensity 3,
407
+ plus — until F2 lands — unnormalized diffuse direct light), so bright regions collapse to flat white
408
+ and per-channel clipping skews hue.
409
+
410
+ Fix: insert a tone map between averaging and the OETF — luminance-based Reinhard or a fitted ACES
411
+ curve, optionally with an exposure control. Driver-only; does not touch the integrator. (Note F2
412
+ will change the lighting scale by π, so add the tone map *after* the radiometric fixes and re-tune
413
+ exposure together.)
414
+
415
+ ---
416
+
417
+ ## 6. Testing & validation
418
+
419
+ Per project conventions: run Jest from the repo root `H:/git/moh` using the root `jest.conf.json`;
420
+ write **black-box** tests (assert observable radiance, never call counts/private paths); use **real**
421
+ objects, not mocks; and follow **correctness-first** (no loosened tolerances to make a test pass).
422
+ `assert.*` is stripped in prod, so don't write rejection tests against asserts.
423
+
424
+ Recommended new gate (`PathTracer.spec.js` or similar), added as part of Phase 1 so the radiometric
425
+ fixes are locked:
426
+
427
+ 1. **White-furnace / energy-conservation test.** Constant albedo `a`, uniform environment radiance
428
+ `L` (set `__background_sampler` to a constant), no analytic lights, many samples/bounces with RR
429
+ on. Expected converged radiance for a Lambertian closed/uniform field is `a·L/(1-a)`-style energy
430
+ balance; at minimum, **`a=1` must not lose energy** (converges to `L`, not a darkening series).
431
+ This single test catches F1 (RR bias) and F3 (environment GI) regressions.
432
+ 2. **Direct-vs-indirect ratio test.** A lit Lambertian plane: compare the NEE direct term against a
433
+ path-traced indirect estimate of the same configuration; they must be consistent (catches F2's
434
+ π imbalance). A furnace test with a single light also surfaces the missing `1/π`.
435
+ 3. **Primary-miss background test.** Non-black `__background_sampler`; a ray that misses must return
436
+ the background color (catches F3's multiply-vs-assign).
437
+ 4. **Point-light occlusion test.** Occluder placed *behind* the light within `radius`: the shaded
438
+ point must remain lit (catches F8).
439
+ 5. **AABB slab edge test** (extend `aabb3_intersects_ray_segment.spec.js`): origin exactly on a face
440
+ plane with an axis-aligned direction transiting the box — must hit (catches F16).
441
+ 6. **Non-finite hardening test** for `float_to_uint8(NaN/±Inf)` → defined finite bytes (F11).
442
+
443
+ Reference-image / scene-level checks (`prepare_scene_rtiw`, `gi_box_01`, sponza) are useful for F4–
444
+ F7 but are harder to assert numerically; treat them as manual visual confirmation after the unit
445
+ gates pass.
446
+
447
+ ---
448
+
449
+ ## 7. Checked and dismissed (NOT bugs)
450
+
451
+ These were raised during review and **verified to be correct** — recorded so they aren't re-flagged:
452
+
453
+ - **Non-uniform-scale ray distance handling is correct.** `ray3_interval_array_apply_matrix4`
454
+ normalizes the local direction and rescales `tMax`; `PathTracedMesh.hit` recomputes the world
455
+ distance via `v3_distance`. Cross-mesh nearest-hit ordering stays consistent under scale.
456
+ - **Interpolated/geometric normals *are* renormalized.** `sample_triangle_attribute` and
457
+ `construct_ray_hit_from_geometry` produce non-unit normals, but `v3_array_matrix4_rotate`
458
+ (→`v3_matrix4_rotate`) renormalizes before any consumer reads them (and zeroes degenerate ones).
459
+ The "missing renormalize" concern is unfounded.
460
+ - **The Lambertian sampling path is radiometrically correct.** Cosine pdf `cosθ/π` cancels the
461
+ `albedo/π` BRDF, leaving `color_mask *= albedo`. `getBiasedNormalSample` (cos^power lobe) and
462
+ `random_in_hemisphere` (uniform hemisphere) are both correct.
463
+ - **The `_ray_0[3..5]` overload is load-bearing, not dead.** The normal is copied into the direction
464
+ slot specifically so NEE's `dotNL` can read it; `getBiasedNormalSample` only overwrites it
465
+ *after* NEE. Deleting the copy would break direct lighting.
466
+ - **Black default background is an acceptable default**, not a bug (the visible symptom is F3's
467
+ multiply logic, not the default value).
468
+ - **Point-light windowed inverse-square attenuation is correct** — `radius` is the cutoff/window by
469
+ design (matches the production forward+ renderer's `pointLight.distance`).
470
+ - **No firefly clamp is by design.** Adding a per-sample radiance clamp would *bias* the estimator;
471
+ the attenuation denominator is floored (`max(d², 0.01)`), so NEE cannot produce Inf/NaN.
472
+ - **`sample_material` does not read uninitialized albedo** — the `PathTracedScene.sample_material`
473
+ wrapper sets `out[0..2] = 1` before calling it.
474
+
475
+ ---
476
+
477
+ ## 8. Suggested implementation phasing
478
+
479
+ 1. **Phase 1 — radiometric core + regression gate.** F1, F2, F3 together, plus the white-furnace /
480
+ direct-vs-indirect / primary-miss tests (§6.1–6.3). Small surgical edits; biggest correctness
481
+ win. Expect a global brightness change (re-tune any scene light intensities afterward).
482
+ 2. **Phase 2 — material/shading correctness.** F4 (stale UV), F5 (sRGB linearization), F6 (normal
483
+ inverse-transpose). Visible quality, scene-dependent.
484
+ 3. **Phase 3 — lighting & robustness.** F8 (point-light shadow tMax) + test, F9 (emissive), F10
485
+ (self-intersection epsilon / tMin), F11 (NaN/Inf hardening).
486
+ 4. **Phase 4 — latent / core-primitive hardening.** F13, F14, F15, F16 (+ spec), F17, F18, F19.
487
+ Low individual impact; cheap and prevent rare crashes/speckle.
488
+ 5. **Phase 5 — bigger features (optional / separate).** F12 (metallic-roughness BRDF, likely with
489
+ MIS and a real `scattering_pdf` path), F7 (tone mapping in the driver). Larger design work; do
490
+ after the integrator is energy-correct.