@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -1,13 +1,14 @@
1
- import { vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
1
+ import { u32, vec2i, vec4f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
2
  import { GPUDatabaseDefinition } from "../buffer/table/GPUDatabaseDefinition.js";
4
3
  import { SCENE_DATABASE_SPEC } from "../scene/SCENE_DATABASE_SPEC.js";
5
4
  import { DIRECTIONAL_LIGHT_STRUCT } from "../shader/chunk/light/DIRECTIONAL_LIGHT_STRUCT.js";
6
5
  import { POINT_LIGHT_STRUCT } from "../shader/chunk/light/POINT_LIGHT_STRUCT.js";
7
6
  import { SPOT_LIGHT_STRUCT } from "../shader/chunk/light/SPOT_LIGHT_STRUCT.js";
8
- import { CSM_CASTER_RANGE_STRUCT } from "../shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js";
9
- import { SHADOWMAP_CSM_CASCADE_COUNT } from "../shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
7
+ import { CSM_CASCADE_STRUCT } from "../shadow/map/csm/CSM_CASCADE_STRUCT.js";
8
+ import { DIRECTIONAL_SHADOWMAP_STRUCT } from "../shadow/map/DIRECTIONAL_SHADOWMAP_STRUCT.js";
10
9
  import { SHADOWMAP_VIEW_METADATA_STRUCT } from "../shadow/map/shader/SHADOWMAP_VIEW_METADATA_STRUCT.js";
10
+ import { VSM_RECORD_STRUCT } from "../shadow/vsm/VSM_RECORD_STRUCT.js";
11
+ import { VSM_SLOT_STRUCT } from "../shadow/vsm/VSM_SLOT_STRUCT.js";
11
12
 
12
13
  export const LIGHT_DATABASE_SPEC = GPUDatabaseDefinition.from({
13
14
  light_point: POINT_LIGHT_STRUCT,
@@ -16,16 +17,83 @@ export const LIGHT_DATABASE_SPEC = GPUDatabaseDefinition.from({
16
17
 
17
18
  // shadow metadata, indexed by `light.shadow_id` from the matching light record.
18
19
  // Point lights store only the atlas rect — sampling is direction-based and uses no
19
- // projection. Spot/directional store atlas + projection per view (1 for spot,
20
- // SHADOWMAP_CSM_CASCADE_COUNT cascades for directional).
20
+ // projection. Spot lights store atlas + projection for their one view. Directional lights
21
+ // store where their cascades are, as a range over `shadow_cascade`, or which virtual shadow map
22
+ // they have, as a link into `shadow_virtual`.
21
23
  shadow_point: vec4f,
22
24
  shadow_spot: SHADOWMAP_VIEW_METADATA_STRUCT,
23
- shadow_directional: WebGPUArray.from(SHADOWMAP_VIEW_METADATA_STRUCT, SHADOWMAP_CSM_CASCADE_COUNT),
25
+ shadow_directional: DIRECTIONAL_SHADOWMAP_STRUCT,
24
26
 
25
- // per directional shadow map, what the GPU measured of the casters in front of each cascade —
26
- // written by the caster-range pass, read back to fit the next frame's near planes; one row per
27
- // map, claimed and released by the shadow context
28
- shadow_csm_caster_range: CSM_CASTER_RANGE_STRUCT,
27
+ // one row per cascade of a directional shadow map, a map's cascades a run of consecutive rows
28
+ // claimed and released by the shadow context: atlas + projection from the CPU, and what the GPU
29
+ // measured of the casters in front of the cascade, read back to fit the next frame's near plane
30
+ shadow_cascade: CSM_CASCADE_STRUCT,
31
+
32
+ // one row per virtual shadow map: its light space, clipmap windows, pool, and the main view it
33
+ // selects levels for
34
+ shadow_virtual: VSM_RECORD_STRUCT,
35
+
36
+ // a virtual shadow map's clipmap windows, a run per map, one row per level: the corner of the
37
+ // level's window in its own pages — written by the CPU when the window scrolls
38
+ shadow_virtual_level: vec2i,
39
+
40
+ // a virtual shadow map's page table, a run per map, one page-table entry per cell of every
41
+ // level's window — written by the CPU as pages are installed, evicted and scrolled away
42
+ shadow_virtual_page: u32,
43
+
44
+ // what each slot of a virtual shadow map's pool holds, a run per map — written by the CPU with
45
+ // the page table, read by the pass that finds pages under moving casters
46
+ shadow_virtual_slot: VSM_SLOT_STRUCT,
47
+ });
48
+
49
+ // A directional light's virtual shadow map. Not owning, for the reason the cascade range is not.
50
+ LIGHT_DATABASE_SPEC.add_link({
51
+ table: 'shadow_directional',
52
+ field: 'virtual_map',
53
+ target_database: LIGHT_DATABASE_SPEC,
54
+ target_table: 'shadow_virtual',
55
+ nullable: true,
56
+ owning: false,
57
+ });
58
+
59
+ // A virtual shadow map's level, page table and slot rows. The shadow context claims the runs with the
60
+ // map and gives them back when it evicts it.
61
+ LIGHT_DATABASE_SPEC.add_range({
62
+ table: 'shadow_virtual',
63
+ first_field: 'first_level',
64
+ count_field: 'level_count',
65
+ target_database: LIGHT_DATABASE_SPEC,
66
+ target_table: 'shadow_virtual_level',
67
+ owning: false,
68
+ });
69
+
70
+ LIGHT_DATABASE_SPEC.add_range({
71
+ table: 'shadow_virtual',
72
+ first_field: 'first_page',
73
+ count_field: 'page_count',
74
+ target_database: LIGHT_DATABASE_SPEC,
75
+ target_table: 'shadow_virtual_page',
76
+ owning: false,
77
+ });
78
+
79
+ LIGHT_DATABASE_SPEC.add_range({
80
+ table: 'shadow_virtual',
81
+ first_field: 'first_slot',
82
+ count_field: 'slot_count',
83
+ target_database: LIGHT_DATABASE_SPEC,
84
+ target_table: 'shadow_virtual_slot',
85
+ owning: false,
86
+ });
87
+
88
+ // A directional shadow map's cascades. Not owning: the shadow context holds the run for the life of
89
+ // the map, while the record naming it sits in a slot reassigned densely as maps come and go.
90
+ LIGHT_DATABASE_SPEC.add_range({
91
+ table: 'shadow_directional',
92
+ first_field: 'first_cascade',
93
+ count_field: 'cascade_count',
94
+ target_database: LIGHT_DATABASE_SPEC,
95
+ target_table: 'shadow_cascade',
96
+ owning: false,
29
97
  });
30
98
 
31
99
  for (const kind of ['point', 'spot', 'directional']) {
@@ -1,5 +1,6 @@
1
1
  /**
2
- * TODO make a conversion tool, to avoid having to do this in main thread every time
2
+ * An equirectangular map is resampled to octahedral here, on the main thread, on every load;
3
+ * `tools/environment/convert_equirectangular_to_octahedral.mjs` does the same conversion once, offline.
3
4
  * @param {string} url
4
5
  * @param {ProjectionMappingType} [projection]
5
6
  * @returns {Promise<ShadeTexture>}
@@ -1 +1 @@
1
- {"version":3,"file":"load_environment_map.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/rgbe/load_environment_map.js"],"names":[],"mappings":"AAyCA;;;;;GAKG;AACH,0CAJW,MAAM,eACN,qBAAqB,GACnB,QAAQ,YAAY,CAAC,CA2CjC;oCAzES,MAAM;;;;;6BARa,kCAAkC"}
1
+ {"version":3,"file":"load_environment_map.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/rgbe/load_environment_map.js"],"names":[],"mappings":"AAyCA;;;;;;GAMG;AACH,0CAJW,MAAM,eACN,qBAAqB,GACnB,QAAQ,YAAY,CAAC,CA2CjC;oCA1ES,MAAM;;;;;6BARa,kCAAkC"}
@@ -40,7 +40,8 @@ function download_env_map(data, width, height, file_name = 'env_map',) {
40
40
 
41
41
 
42
42
  /**
43
- * TODO make a conversion tool, to avoid having to do this in main thread every time
43
+ * An equirectangular map is resampled to octahedral here, on the main thread, on every load;
44
+ * `tools/environment/convert_equirectangular_to_octahedral.mjs` does the same conversion once, offline.
44
45
  * @param {string} url
45
46
  * @param {ProjectionMappingType} [projection]
46
47
  * @returns {Promise<ShadeTexture>}
@@ -8,7 +8,7 @@
8
8
  export function parse_rgbe(buffer: ArrayBuffer, type?: BinaryDataType.Float16 | BinaryDataType.Float32): {
9
9
  width: number;
10
10
  height: number;
11
- data: Float32Array | Uint16Array;
11
+ data: any;
12
12
  header: string;
13
13
  gamma: number;
14
14
  exposure: number;
@@ -48,7 +48,7 @@ export function parse_rgbe(
48
48
  case BinaryDataType.Float16:
49
49
 
50
50
  numElements = image_rgba_data.length / 4;
51
- const halfArray = new Uint16Array(numElements * 4);
51
+ const halfArray = new Float16Array(numElements * 4);
52
52
 
53
53
  for (let j = 0; j < numElements; j++) {
54
54
 
@@ -76,4 +76,4 @@ export function parse_rgbe(
76
76
  type: type
77
77
  };
78
78
 
79
- }
79
+ }
@@ -2,8 +2,8 @@
2
2
  *
3
3
  * @param {Uint8Array} sourceArray
4
4
  * @param {number} sourceOffset
5
- * @param {Uint16Array} destArray
5
+ * @param {Float16Array} destArray
6
6
  * @param {number} destOffset
7
7
  */
8
- export function rgbe_byte_to_rgb_half(sourceArray: Uint8Array, sourceOffset: number, destArray: Uint16Array, destOffset: number): void;
8
+ export function rgbe_byte_to_rgb_half(sourceArray: Uint8Array, sourceOffset: number, destArray: Float16Array, destOffset: number): void;
9
9
  //# sourceMappingURL=rgbe_byte_to_rgb_half.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"rgbe_byte_to_rgb_half.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js"],"names":[],"mappings":"AAQA;;;;;;GAMG;AACH,mDALW,UAAU,gBACV,MAAM,aACN,WAAW,cACX,MAAM,QAchB"}
1
+ {"version":3,"file":"rgbe_byte_to_rgb_half.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/rgbe/rgbe_byte_to_rgb_half.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,mDALW,UAAU,gBACV,MAAM,uCAEN,MAAM,QAchB"}
@@ -1,16 +1,8 @@
1
- import { to_half_float_uint16 } from "../../../../../core/binary/to_half_float_uint16.js";
2
-
3
- /**
4
- * Precomputed for simplicity
5
- * @type {number}
6
- */
7
- const F16_1 = to_half_float_uint16(1);
8
-
9
1
  /**
10
2
  *
11
3
  * @param {Uint8Array} sourceArray
12
4
  * @param {number} sourceOffset
13
- * @param {Uint16Array} destArray
5
+ * @param {Float16Array} destArray
14
6
  * @param {number} destOffset
15
7
  */
16
8
  export function rgbe_byte_to_rgb_half(sourceArray, sourceOffset, destArray, destOffset) {
@@ -19,10 +11,10 @@ export function rgbe_byte_to_rgb_half(sourceArray, sourceOffset, destArray, dest
19
11
  const scale = Math.pow(2.0, e - 128.0) / 255.0;
20
12
 
21
13
  // clamping to 65504, the maximum representable value in float16
22
- destArray[destOffset + 0] = to_half_float_uint16(Math.min(sourceArray[sourceOffset + 0] * scale, 65504));
23
- destArray[destOffset + 1] = to_half_float_uint16(Math.min(sourceArray[sourceOffset + 1] * scale, 65504));
24
- destArray[destOffset + 2] = to_half_float_uint16(Math.min(sourceArray[sourceOffset + 2] * scale, 65504));
14
+ destArray[destOffset + 0] = Math.min(sourceArray[sourceOffset + 0] * scale, 65504);
15
+ destArray[destOffset + 1] = Math.min(sourceArray[sourceOffset + 1] * scale, 65504);
16
+ destArray[destOffset + 2] = Math.min(sourceArray[sourceOffset + 2] * scale, 65504);
25
17
 
26
- destArray[destOffset + 3] = F16_1;
18
+ destArray[destOffset + 3] = 1;
27
19
 
28
- }
20
+ }
@@ -0,0 +1,171 @@
1
+ # Spherical harmonic exponential reflection probes
2
+
3
+ An implementation of
4
+
5
+ > Ari Silvennoinen, Peter-Pike Sloan, Michał Iwanicki, Derek Nowrouzezahrai.
6
+ > **Spherical Harmonic Exponentials for Efficient Glossy Reflections.** High-Performance Graphics 2025,
7
+ > Computer Graphics Forum 44(8). https://doi.org/10.1111/cgf.70219
8
+ > — slides: https://highperformancegraphics.org/untracked/2025/presentations/Pa5_1_hpg_2025_slides.pdf
9
+ > — talk: https://www.youtube.com/watch?v=THVMMNZ68iA
10
+
11
+ An environment's glossy reflection for every GGX roughness in a range, view-dependent, in 33 RGB
12
+ coefficients at the paper's configuration: what a split-sum prefiltered map stores in a mip chain, a
13
+ few hundred bytes instead, without the `v = n` assumption and without aliasing.
14
+
15
+ ## The method
16
+
17
+ Reflected radiance is split as in the split sum [Kar13], `E ≈ F0·E0 + (1 − F0)·E1`, and only the
18
+ base reflectance is modelled:
19
+
20
+ E0(v, n, α) = ∫ L(l) f_DV(v, n, l, α) ⟨l, n⟩ dl (GGX without Fresnel)
21
+ ≈ P(r, α) · Q(h_r, α) [MAA01]
22
+ P(r, α) = exp(⟨vMF(1/α) ⊙ Y(r), p⟩)
23
+ Q(h_r, α) = exp(⟨vMF(1/α) ⊙ Y(h_r), q⟩)
24
+
25
+ `r = reflect(−v, n)` and `h_r = normalize(n + r)` (the paper's reflection-half-reflection
26
+ parametrization), `Y` the real SH basis, `vMF_l(κ) = exp(−l(l+1) / 2κ)` the band window of a von
27
+ Mises-Fisher lobe (Ref-NeRF's directional encoding [VHM*22]), so one set of coefficients covers every
28
+ roughness. Taking logs makes it linear in `[p; q]`, solved by least squares over many `(v, n, α)`.
29
+
30
+ ## Where things are
31
+
32
+ | | |
33
+ |---|---|
34
+ | `SHExpEncoder.js` | host side: builds the configuration's constants, records the five passes |
35
+ | `sh_exp_fit_samples.js`, `sh_exp_design_row.js`, `sh_exp_solve_matrix.js` | the fit's fixed samples, its rows, and the inverse of its normal matrix (CPU, f64) |
36
+ | `shader_sh_exp_*.js` | the passes: environment cells → reference `E0` → log floor → projection → solve |
37
+ | `../../../shader/chunk/spherical_harmonics/exponential/` | reconstruction: `sh_exp_p4q2_base_reflectance`, `sh_exp_specular`, `sh_exp_radiance`, the probe struct |
38
+ | `../../../shader/chunk/spherical_harmonics/generated/` | `sh{N}_color_evaluate_vmf` and `sh{N}_basis_at`, generated by `tools/codegen/spherical_harmonics/` |
39
+ | `../../../../playground/sh_exponential/` | sphere grid: reference, SH exponential, the engine's split-sum IBL, error |
40
+
41
+ Encoding, with the default configuration:
42
+
43
+ ```js
44
+ const encoder = new SHExpEncoder(device, SH_EXP_P4Q2_SETTINGS); // once: 8 ms of CPU
45
+ encoder.encode({ encoder: cmd, environment: lights.environment.obtainView(), output: probes, output_offset: 0 });
46
+ ```
47
+
48
+ Reconstruction, in WGSL, with the probe bound as `SH_EXP_P4Q2_PROBE_STRUCT`:
49
+
50
+ ```wgsl
51
+ let e0 = sh_exp_p4q2_base_reflectance(probe, view_direction, normal, alpha); // alpha = roughness²
52
+ let specular = sh_exp_specular(e0, f0, f90, dfg); // dfg: tSplitSum at (NoV, roughness)
53
+ ```
54
+
55
+ ## Decisions
56
+
57
+ Measured with an f64 prototype of the method and with these modules' own CPU fit, on the octahedral
58
+ Venice-sunset and Rustig-Koppie maps and a synthetic sun-and-sky (2026-10-03). Error is the RMSE of
59
+ Reinhard-tonemapped luminance (exposure at the mean), over held-out `(v, n, α)` with α in [0.25, 1] and
60
+ views cosine-weighted about the normal (the screen footprint of a sphere), by α third unless stated.
61
+
62
+ 1. **What is fitted: `E0`, as the paper says.** Fitting `E0 / (A + B)` — the BRDF's directional albedo
63
+ divided out — looked attractive, since the albedo depends on `n·v`, which `P(r)·Q(h_r)` cannot
64
+ represent. Measured, it is not a win: tonemapped error 0.045 / 0.023 / 0.042 against 0.067 / 0.037 /
65
+ 0.068 on Venice (α in [0.25, 0.45), [0.45, 0.7), [0.7, 1]), but 0.099 / 0.077 / 0.119 against
66
+ 0.085 / 0.078 / 0.100 on Rustig-Koppie, and slightly worse on the synthetic sun. Reversal: divide `E0` by the albedo the
67
+ reference pass can integrate alongside it, and multiply it back in `sh_exp_radiance`'s place.
68
+ 2. **The Fresnel tail is `E0 · B / (A + B)`** — the paper's own assumption, made consistent. Section 4.2
69
+ (eq. 15) approximates the tail by taking the environment as a constant equal to `E0`, which gives
70
+ `E0 · ∫ f_DV Fc ⟨l,n⟩ = E0 · B`. A constant environment `c` has `E0 = c (A + B)`, so the constant is
71
+ `E0 / (A + B)`; the paper's form undercounts the tail by `A + B`, the energy its Figure 3 says the
72
+ tail loses at grazing angles. See `chunk_sh_exp_split_sum.js` for the numbers. This is the one split
73
+ the method keeps: E0 itself is modelled whole (Section 4: no prefiltered map, no `v = n`), and the
74
+ tail's factor, like the split sum's second integral, depends on no environment (Section 3.2: Karis
75
+ tabulates it, Lazarov fits it analytically). `sh_exp_specular` is single
76
+ scattering; handing `sh_exp_radiance` to `compute_indirect_specular` adds the engine's
77
+ multiple-scattering term on top. The engine's `split_sum.bin` weights its scale and bias both by
78
+ Hauber's fourth power, so its `A + B` is the albedo to within 0.06% (measured; see the chunk).
79
+ 3. **A fixed, deterministic sample set** (5-D Halton) instead of fresh random samples per encode: the
80
+ least-squares matrix then depends on the configuration only, and is inverted once on the CPU in f64
81
+ (8–14 ms for 33 unknowns at 4096 samples, 141 ms for 199 at 8192). The GPU does a reduction and a
82
+ matrix-vector product per environment. 1024, 4096 and 16384 samples fitted the synthetic map to the
83
+ same error within 0.02 in log space, so 4096 where the paper takes 64 × 64 × 4 = 16384.
84
+ 4. **The paper's sample distribution** (Section 5.1): views uniform over the hemisphere about the
85
+ normal, normals uniform over the sphere, α uniform over a range relaxed below the one used — [0.20, 1]
86
+ for use over [0.25, 1]. The first version cosine-weighted the views (a sphere's screen footprint) and
87
+ fitted α over [0.25, 1]; with the paper's, this module's fit of Venice moved from 0.063 / 0.035 /
88
+ 0.073 to 0.048 / 0.038 / 0.091 by roughness third (held-out views cosine-weighted), and the playground
89
+ below from as-close-or-worse than the engine's IBL everywhere to closer over α 0.36–0.64: better
90
+ where reflections are sharpest, worse at the rough end, as Section 5.4 describes.
91
+ 5. **The reference `E0` is a quadrature** over a 64×64 octahedral grid of the map, cells weighted by
92
+ exact texel solid angle. Noise-free, and a 128 grid fitted to the same error to the third decimal.
93
+ 6. **A ridge of `1e-4` of the mean diagonal**, constant band unpenalised. Wherever the view is near the
94
+ normal `h_r` is near `r`, so the P and Q columns of one `(l, m)` are nearly collinear: condition
95
+ number 1.1e3 at five-and-three bands, 1.8e10 at ten-and-ten (3e3 and 8e11 under the earlier
96
+ cosine-weighted views, where an unregularized ten-and-ten fit ran coefficients to 2.4e4). Leaving
97
+ band 0 unpenalised keeps brightness scaling exact (`k·L` adds `ln k / Y00` to `p[0]`).
98
+ 7. **`log E0` is floored at 1e-3 of its mean luminance**, so a black lower hemisphere cannot pull the fit
99
+ towards `log 0`, and the encoding stays scale-invariant.
100
+ 8. **Probe layout**: a `vec4` header (fitted `α` range, band counts) and P and Q as `array<vec3<f32>>`
101
+ with Q's band 0 stored as zero, 560 bytes at the default — the paper's 33 × 3 floats would be 396.
102
+ Plain arrays so the generated `sh{N}_color_evaluate_vmf` take them as they are.
103
+
104
+ ## What limits it — measured
105
+
106
+ The model's error across a roughness range is set by **how it couples roughness, not by its SH
107
+ degree**. With `v = n` and α over [0.25, 1], five bands and ten bands reconstruct to the same
108
+ tonemapped error, 0.066; at one fixed α = 0.1, ten bands are four times better than five (0.0066 against
109
+ 0.0285). And over the paper's sampling, ten-and-ten bands match five-and-three within 0.001 (0.048 /
110
+ 0.038 / 0.091 for both on Venice). The constant band has no window (`vMF_0 = 1`), so it cannot follow
111
+ the GGX albedo's dependence on α — `E0` of a white environment at normal incidence falls from 0.92 at
112
+ α = 0.25 to 0.31 at α = 1. The paper's Figure 6 shows the same: at α 0.81 and 1.0 its reconstruction
113
+ stays bright where the reference darkens; and Section 5.4 notes the fit favours the low-roughness end,
114
+ whose errors are larger.
115
+
116
+ Below the fitted range, reconstruction clamps α to it (0.20 by default) and so stays blurrier than the
117
+ surface.
118
+
119
+ ## On the device
120
+
121
+ RTX 4090, Chrome, the Venice-sunset map at 1024² (2026-10-03, one-off headless run of the playground):
122
+
123
+ - Encoding takes 0.11 ms of GPU time by timestamps (2026-10-04): reference reflectance 72 µs,
124
+ environment cells 24 µs, projection 11 µs, log floor and solve 2–3 µs each, no gaps between the
125
+ passes. Later in the same browser launch, after seconds of light load, the same encode of either map
126
+ reads 0.33–0.36 ms — the GPU's clock state, not the data. The paper reports 0.33 ms for its
127
+ precomputation on an RTX A6000 (CUDA) over the same number of BRDF evaluations, 16.8 million
128
+ (64 × 64 × 4 configurations × 1,024 directions; here 4,096 configurations × 4,096 cells).
129
+ - The 3.0–3.7 ms this page and the playground reported before 2026-10-04 was submit-to-done wall time,
130
+ not GPU time: a 256-byte `clearBuffer` alone reads 0.5–4.6 ms that way (median 2.4 ms), which is
131
+ Chrome's completion latency. The playground now times the encode by timestamps.
132
+ - Building the encoder takes 8–13 ms of CPU.
133
+ - The probe the GPU writes for a 64² synthetic map matches the WGSL emulator's run of the same kernels
134
+ to 4.5e-5 on coefficients up to 10.8.
135
+ - Against the playground's reference (quadrature over a 128² grid; tonemapped luminance RMSE over a
136
+ sphere seen head-on), by GGX α, the probe fitted with the paper's sample distribution:
137
+
138
+ | α | 0.09* | 0.16* | 0.25 | 0.36 | 0.49 | 0.64 | 0.81 | 1.00 |
139
+ |---|---|---|---|---|---|---|---|---|
140
+ | SH exponential, P4 Q2 | 0.082 | 0.061 | 0.041 | 0.025 | 0.022 | 0.030 | 0.049 | 0.074 |
141
+ | engine IBL (split sum) | 0.021 | 0.025 | 0.036 | 0.033 | 0.027 | 0.032 | 0.036 | 0.039 |
142
+ | SH exponential, first version | 0.083 | 0.059 | 0.042 | 0.033 | 0.033 | 0.035 | 0.045 | 0.064 |
143
+
144
+ \* below the fitted range. The probe is closer than the engine's prefiltered map over α 0.36–0.64;
145
+ the engine's is closer at 0.25 and from 0.81 up, where the exponential's constant band cannot follow
146
+ the albedo's fall with α (see above) and the split sum's LUT carries it per `n·v` and α. The error
147
+ image shows the exponential too bright at high α, as the paper's Figure 6 does. This is one view of
148
+ one map, E0 without Fresnel, against the engine's cone-filtered map — not the paper's test (chrome and
149
+ glass spheres against a GGX-prefiltered octahedral mip chain, MSE, 192 cases, lower in 95%).
150
+
151
+ ## Tests
152
+
153
+ - `sh_exp_encoder_kernels.spec.js` — every pass under the WGSL emulator against an independent f64
154
+ oracle. The emulator's subgroups are one lane wide and its barrier is a no-op, so the workgroup
155
+ reduction's cross-lane half (`chunk_sh_exp_workgroup_sum`) is not exercised there; the one-off
156
+ device run below is what covers it. Pinned: cells tile the sphere, keep its integral, and take the
157
+ texels whose centres they hold at any pair of sizes; a white map at α = 1 reflects
158
+ `1 − n·v ln(1 + 1/n·v)`; the probe is the f64 least-squares fit of the kernels' own `E0`; scaling the
159
+ map moves only the constant band.
160
+ - `sh_exp_solve_matrix.spec.js`, `sh_exp_fit_samples.spec.js`, `sh_exp_design_row.spec.js` — the CPU side.
161
+ - `SHExpEncoder.spec.js` — the five dispatches, their sizes and buffers, on `SoftwareGPUDevice`.
162
+ - `chunk_sh_exp_p4q2_base_reflectance.spec.js` — reconstruction against the CPU design row.
163
+
164
+ ## References
165
+
166
+ - [Kar13] Brian Karis, "Real Shading in Unreal Engine 4", SIGGRAPH 2013 course notes.
167
+ - [MAA01] Michael McCool, Jason Ang, Anis Ahmad, "Homomorphic Factorization of BRDFs for
168
+ High-Performance Rendering", SIGGRAPH 2001.
169
+ - [VHM*22] Dor Verbin, Peter Hedman, Ben Mildenhall, Todd Zickler, Jonathan Barron, Pratul Srinivasan,
170
+ "Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields", CVPR 2022.
171
+ - Peter-Pike Sloan, "Efficient Spherical Harmonic Evaluation", JCGT 2(2), 2013 — the basis recurrence.
@@ -0,0 +1,170 @@
1
+ /**
2
+ * @typedef {import("../../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
3
+ */
4
+ /**
5
+ * The shape of an SH-exponential encoding. Every field is required.
6
+ *
7
+ * @typedef {Object} SHExpEncoderSettings
8
+ * @property {number} p_band_count bands of the P (reflection) term, [1, 10]
9
+ * @property {number} q_band_count bands of the Q (half-reflection) term, [1, 10]
10
+ * @property {number} alpha_min smallest GGX alpha (roughness²) the probe is fitted for, > 0
11
+ * @property {number} alpha_max largest
12
+ * @property {number} sample_count fit samples, at least the unknown count, at most {@link SH_EXP_MAX_SAMPLE_COUNT}
13
+ * @property {number} cell_resolution side of the octahedral grid the reference is integrated over,
14
+ * [{@link SH_EXP_MIN_CELL_RESOLUTION}, {@link SH_EXP_MAX_CELL_RESOLUTION}]
15
+ */
16
+ /**
17
+ * The configuration of Silvennoinen et al.'s results: P to degree 4 and Q to degree 2 — five and three
18
+ * bands, 33 unknowns per channel. They evaluate it over alpha in [0.25, 1] (below that it blurs what
19
+ * should be sharp, Section 5.4) and fit it over a range relaxed to [0.20, 1] (Section 5.1), which is
20
+ * the range here: the probe's header carries it, so reconstruction clamps to 0.20, not 0.25.
21
+ *
22
+ * 4096 samples, where the paper takes 64 x 64 x 4 = 16384: the f64 prototype fitted 1024, 4096 and
23
+ * 16384 to the same reconstruction error within 0.02 in log space, by roughness quarter (a synthetic
24
+ * sun-and-sky map, 2026-10-03), and 4096 leaves the system 124 rows per unknown. A 64 grid has cells ~3°
25
+ * across; see `shader_sh_exp_reference_reflectance`.
26
+ *
27
+ * @type {Readonly<SHExpEncoderSettings>}
28
+ */
29
+ export const SH_EXP_P4Q2_SETTINGS: Readonly<SHExpEncoderSettings>;
30
+ /**
31
+ * Floor under `log E0`, as a fraction of the mean luminance of `E0`; see `shader_sh_exp_log_floor`.
32
+ * A thousandth keeps ~7 natural-log units of range below the mean, which is darker than anything a
33
+ * glossy reflection of the rest shows next to it.
34
+ *
35
+ * @type {number}
36
+ */
37
+ export const SH_EXP_LOG_FLOOR_RATIO: number;
38
+ /**
39
+ * Most bands either term may have: what `sh_exp_design_row` and the generated reconstruction chunks
40
+ * (`sh{N}_color_evaluate_vmf`, N <= 10) cover. The paper's largest configuration is degree 9.
41
+ *
42
+ * @type {number}
43
+ */
44
+ export const SH_EXP_MAX_BAND_COUNT: number;
45
+ /**
46
+ * Most fit samples: the single-workgroup log-floor pass and each unknown's projection walk them 256
47
+ * lanes at a time, so 8192 is 32 steps a lane — the projection's steps each evaluating one SH
48
+ * coefficient, at most 19 recurrence steps. Twice the default; 41 rows per unknown at ten-and-ten bands.
49
+ *
50
+ * @type {number}
51
+ */
52
+ export const SH_EXP_MAX_SAMPLE_COUNT: number;
53
+ /**
54
+ * Finest reference grid: the reference pass walks its cells 256 lanes at a time, 16 steps at 64.
55
+ *
56
+ * @type {number}
57
+ */
58
+ export const SH_EXP_MAX_CELL_RESOLUTION: number;
59
+ /**
60
+ * Coarsest reference grid: an 8 grid's cells are 22° across, already coarse next to the narrowest lobe
61
+ * the default range fits (alpha 0.20). Below it a cell stops being a fair stand-in for its patch.
62
+ *
63
+ * @type {number}
64
+ */
65
+ export const SH_EXP_MIN_CELL_RESOLUTION: number;
66
+ /**
67
+ * Encodes an octahedral environment map into a spherical-harmonic-exponential reflection probe, on
68
+ * the GPU.
69
+ *
70
+ * The representation is Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai, "Spherical Harmonic
71
+ * Exponentials for Efficient Glossy Reflections", HPG 2025 / Computer Graphics Forum 44(8)
72
+ * (https://doi.org/10.1111/cgf.70219; slides:
73
+ * https://highperformancegraphics.org/untracked/2025/presentations/Pa5_1_hpg_2025_slides.pdf; talk:
74
+ * https://www.youtube.com/watch?v=THVMMNZ68iA). The GGX base reflectance of a probe's environment,
75
+ *
76
+ * E0(v, n, alpha) ≈ P(r, alpha) · Q(h_r, alpha)
77
+ * P(r, alpha) = exp(<vMF(1/alpha) ⊙ Y(r), p>)
78
+ * Q(h_r, alpha) = exp(<vMF(1/alpha) ⊙ Y(h_r), q>)
79
+ *
80
+ * with `r` the reflection of the view about the normal and `h_r = normalize(n + r)`, is fitted by
81
+ * linear least squares in log space over a fixed set of `(n, v, alpha)` samples. A probe is a few
82
+ * hundred bytes for every roughness in its range, view-dependent, and reconstructs without the
83
+ * aliasing of a prefiltered map; `chunk_sh_exp_p4q2_base_reflectance` reads it back.
84
+ *
85
+ * Construction does the configuration's fixed work on the CPU — the samples, and the inverse of the
86
+ * least-squares system's matrix, which depends on the samples alone ({@link sh_exp_solve_matrix}) —
87
+ * and uploads it. {@link encode} then records five dispatches per environment:
88
+ *
89
+ * 1. `shader_sh_exp_environment_cells` — the map, integrated down to a `cell_resolution²` octahedral grid;
90
+ * 2. `shader_sh_exp_reference_reflectance` — `E0` at every sample, by quadrature over that grid;
91
+ * 3. `shader_sh_exp_log_floor` — the floor `log E0` is taken above;
92
+ * 4. `shader_sh_exp_project` — the right-hand side `Aᵀ log E0 / S`;
93
+ * 5. `shader_sh_exp_solve` — the coefficients, written as a probe.
94
+ *
95
+ * Needs a device with the `subgroups` feature, as the engine always requests.
96
+ */
97
+ export class SHExpEncoder {
98
+ /**
99
+ * @param {GPUDevice} device
100
+ * @param {SHExpEncoderSettings} settings
101
+ */
102
+ constructor(device: GPUDevice, settings: SHExpEncoderSettings);
103
+ /**
104
+ * @returns {Readonly<SHExpEncoderSettings>}
105
+ */
106
+ get settings(): Readonly<SHExpEncoderSettings>;
107
+ /**
108
+ * Unknowns per colour channel.
109
+ * @returns {number}
110
+ */
111
+ get coefficient_count(): number;
112
+ /**
113
+ * Size of one encoded probe, in `vec4<f32>` (16 bytes each); see `sh_exp_probe_vec4_count`.
114
+ * @returns {number}
115
+ */
116
+ get probe_vec4_count(): number;
117
+ /**
118
+ * Records the encoding of `environment` into `output`, starting at `vec4` index `output_offset`.
119
+ *
120
+ * @param {Object} options
121
+ * @param {ShadeGPUCommandContext} options.encoder
122
+ * @param {GPUTextureView|GPUTexture} options.environment octahedral radiance map whose level 0 is
123
+ * unfiltered radiance, as `GPULightCollection.environment` holds it; read texel by texel
124
+ * @param {GPUBuffer} options.output STORAGE; at least `(output_offset + probe_vec4_count) * 16` bytes
125
+ * @param {number} options.output_offset in `vec4`
126
+ */
127
+ encode({ encoder, environment, output, output_offset }: {
128
+ encoder: ShadeGPUCommandContext;
129
+ environment: GPUTextureView | GPUTexture;
130
+ output: GPUBuffer;
131
+ output_offset: number;
132
+ }): void;
133
+ /**
134
+ * Releases the GPU buffers. The encoder cannot be used afterwards.
135
+ */
136
+ destroy(): void;
137
+ #private;
138
+ }
139
+ export type ShadeGPUCommandContext = import("../../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
140
+ /**
141
+ * The shape of an SH-exponential encoding. Every field is required.
142
+ */
143
+ export type SHExpEncoderSettings = {
144
+ /**
145
+ * bands of the P (reflection) term, [1, 10]
146
+ */
147
+ p_band_count: number;
148
+ /**
149
+ * bands of the Q (half-reflection) term, [1, 10]
150
+ */
151
+ q_band_count: number;
152
+ /**
153
+ * smallest GGX alpha (roughness²) the probe is fitted for, > 0
154
+ */
155
+ alpha_min: number;
156
+ /**
157
+ * largest
158
+ */
159
+ alpha_max: number;
160
+ /**
161
+ * fit samples, at least the unknown count, at most {@link SH_EXP_MAX_SAMPLE_COUNT }
162
+ */
163
+ sample_count: number;
164
+ /**
165
+ * side of the octahedral grid the reference is integrated over,
166
+ * [{@link SH_EXP_MIN_CELL_RESOLUTION }, {@link SH_EXP_MAX_CELL_RESOLUTION }]
167
+ */
168
+ cell_resolution: number;
169
+ };
170
+ //# sourceMappingURL=SHExpEncoder.d.ts.map
@@ -0,0 +1 @@
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