@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
@@ -20,8 +20,9 @@ export const AVBOIT_PHYSICAL_SLICES: number;
20
20
  * this value: 1.6 cm at 10 m, 3.2 cm at 20 m, 8 cm at 50 m. The draw's two-slice bias means two
21
21
  * surfaces need more than two slices between them, so 5 cm of separation resolves out to roughly
22
22
  * 15 m. At 1024 the same numbers were four times coarser and 5 cm at 10 m already blended (ledger
23
- * entry 15). The costs of going up are 128 occupancy words instead of 32, a 16 KB LUT, and a longer
24
- * single-lane loop in the warp build — none of which registers.
23
+ * entry 15). The costs of going up are 128 occupancy words instead of 32, a 16 KB LUT, and 4,097 LUT
24
+ * entries for the warp build to write: 136 µs while the build was a single invocation (ledger entry 27),
25
+ * 3 µs as a workgroup (entry 28).
25
26
  * @type {number}
26
27
  */
27
28
  export const AVBOIT_VIRTUAL_SLICES_MAX: number;
@@ -55,10 +56,13 @@ export const AVBOIT_EXTINCTION_MAX: number;
55
56
  /**
56
57
  * Transmittance below which a fragment is fully occluded as far as the volume can tell: the integral
57
58
  * saturates at `1.0`, which is `exp(-AVBOIT_EXTINCTION_MAX) = 1/256`. The draw discards a fragment
58
- * whose sampled transmittance is at or below this in every channel before shading it. What that
59
- * costs in correctness is bounded: the fragment's own extinction no longer joins the total, so the
60
- * background is weighted by at most `1/256` instead of something smaller — below what the 8-bit
61
- * volume resolves anyway.
59
+ * whose sampled transmittance is at or below this in every channel before shading it. Where the
60
+ * 1/8-resolution volume is right at the full-resolution pixel, what that costs is bounded: the
61
+ * fragment's own extinction no longer joins the total, so the background is weighted by at most
62
+ * `1/256` instead of something smaller — below what the 8-bit volume resolves anyway. Where it is not
63
+ * — behind a gap narrower than a voxel in a near-opaque layer — the volume calls the pixel extinct and
64
+ * the surface seen through the gap is discarded, where the resolve's normalization would have drawn
65
+ * it. The deck's zero-transmittance cull shares the limit (ledger entry 26).
62
66
  * @type {number}
63
67
  */
64
68
  export const AVBOIT_EXTINCT_TRANSMITTANCE: number;
@@ -82,7 +86,9 @@ export const AVBOIT_FIELD_MASK: number;
82
86
  * How far toward the camera, in virtual slices, the draw pass samples the integral so that a surface
83
87
  * does not occlude itself through its own linear splat. With the exclusive-prefix storage convention
84
88
  * the analytic minimum is 1.5; the deck uses 2. Events closer together than this do not occlude each
85
- * other and degrade to weighted blending.
89
+ * other and degrade to weighted blending. A surface tilted away from the camera adds its footprint on
90
+ * top (`avboit_footprint_bias`): the base bias is for a surface splatted at its own depth, and the
91
+ * draw also reads the neighbouring voxel columns, where a tilted one was splatted nearer.
86
92
  * @type {number}
87
93
  */
88
94
  export const AVBOIT_SAMPLE_BIAS_SLICES: number;
@@ -1 +1 @@
1
- {"version":3,"file":"AVBOIT_CONSTANTS.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOIT_CONSTANTS.js"],"names":[],"mappings":"AAAA;;;GAGG;AAEH;;;;GAIG;AACH,qCAFU,MAAM,CAE0B;AAE1C;;;;;;;;;;;;;;;GAeG;AACH,wCAFU,MAAM,CAE8B;AAE9C;;;GAGG;AACH,qCAFU,MAAM,CAEqD;AAErE;;;;GAIG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;;;GAMG;AACH,6CAFU,MAAM,CAEkC;AAElD;;;;;;GAMG;AACH,oCAFU,MAAM,CAEmC;AAEnD;;;;;;;;GAQG;AACH,2CAFU,MAAM,CAEoC;AAEpD;;;;GAIG;AACH,sCAFU,MAAM,CAE2B;AAE3C;;;GAGG;AACH,gCAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,gCAFU,MAAM,CAE8C;AAE9D;;;;;;GAMG;AACH,wCAFU,MAAM,CAE6B;AAE7C;;;;;GAKG;AACH,wCAFU,MAAM,CAE2B;AAE3C;;;;GAIG;AACH,sDAAmD;AAEnD;;;GAGG;AACH,8CAFU,MAAM,CAEiC"}
1
+ {"version":3,"file":"AVBOIT_CONSTANTS.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOIT_CONSTANTS.js"],"names":[],"mappings":"AAAA;;;GAGG;AAEH;;;;GAIG;AACH,qCAFU,MAAM,CAE0B;AAE1C;;;;;;;;;;;;;;;;GAgBG;AACH,wCAFU,MAAM,CAE8B;AAE9C;;;GAGG;AACH,qCAFU,MAAM,CAEqD;AAErE;;;;GAIG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;;;GAMG;AACH,6CAFU,MAAM,CAEkC;AAElD;;;;;;GAMG;AACH,oCAFU,MAAM,CAEmC;AAEnD;;;;;;;;;;;GAWG;AACH,2CAFU,MAAM,CAEoC;AAEpD;;;;GAIG;AACH,sCAFU,MAAM,CAE2B;AAE3C;;;GAGG;AACH,gCAFU,MAAM,CAEoB;AAEpC;;;GAGG;AACH,gCAFU,MAAM,CAE8C;AAE9D;;;;;;;;GAQG;AACH,wCAFU,MAAM,CAE6B;AAE7C;;;;;GAKG;AACH,wCAFU,MAAM,CAE2B;AAE3C;;;;GAIG;AACH,sDAAmD;AAEnD;;;GAGG;AACH,8CAFU,MAAM,CAEiC"}
@@ -22,8 +22,9 @@ export const AVBOIT_PHYSICAL_SLICES = 128;
22
22
  * this value: 1.6 cm at 10 m, 3.2 cm at 20 m, 8 cm at 50 m. The draw's two-slice bias means two
23
23
  * surfaces need more than two slices between them, so 5 cm of separation resolves out to roughly
24
24
  * 15 m. At 1024 the same numbers were four times coarser and 5 cm at 10 m already blended (ledger
25
- * entry 15). The costs of going up are 128 occupancy words instead of 32, a 16 KB LUT, and a longer
26
- * single-lane loop in the warp build — none of which registers.
25
+ * entry 15). The costs of going up are 128 occupancy words instead of 32, a 16 KB LUT, and 4,097 LUT
26
+ * entries for the warp build to write: 136 µs while the build was a single invocation (ledger entry 27),
27
+ * 3 µs as a workgroup (entry 28).
27
28
  * @type {number}
28
29
  */
29
30
  export const AVBOIT_VIRTUAL_SLICES_MAX = 4096;
@@ -62,10 +63,13 @@ export const AVBOIT_EXTINCTION_MAX = Math.log(256);
62
63
  /**
63
64
  * Transmittance below which a fragment is fully occluded as far as the volume can tell: the integral
64
65
  * saturates at `1.0`, which is `exp(-AVBOIT_EXTINCTION_MAX) = 1/256`. The draw discards a fragment
65
- * whose sampled transmittance is at or below this in every channel before shading it. What that
66
- * costs in correctness is bounded: the fragment's own extinction no longer joins the total, so the
67
- * background is weighted by at most `1/256` instead of something smaller — below what the 8-bit
68
- * volume resolves anyway.
66
+ * whose sampled transmittance is at or below this in every channel before shading it. Where the
67
+ * 1/8-resolution volume is right at the full-resolution pixel, what that costs is bounded: the
68
+ * fragment's own extinction no longer joins the total, so the background is weighted by at most
69
+ * `1/256` instead of something smaller — below what the 8-bit volume resolves anyway. Where it is not
70
+ * — behind a gap narrower than a voxel in a near-opaque layer — the volume calls the pixel extinct and
71
+ * the surface seen through the gap is discarded, where the resolve's normalization would have drawn
72
+ * it. The deck's zero-transmittance cull shares the limit (ledger entry 26).
69
73
  * @type {number}
70
74
  */
71
75
  export const AVBOIT_EXTINCT_TRANSMITTANCE = 1 / 256;
@@ -93,7 +97,9 @@ export const AVBOIT_FIELD_MASK = (1 << AVBOIT_FIELD_BITS) - 1;
93
97
  * How far toward the camera, in virtual slices, the draw pass samples the integral so that a surface
94
98
  * does not occlude itself through its own linear splat. With the exclusive-prefix storage convention
95
99
  * the analytic minimum is 1.5; the deck uses 2. Events closer together than this do not occlude each
96
- * other and degrade to weighted blending.
100
+ * other and degrade to weighted blending. A surface tilted away from the camera adds its footprint on
101
+ * top (`avboit_footprint_bias`): the base bias is for a surface splatted at its own depth, and the
102
+ * draw also reads the neighbouring voxel columns, where a tilted one was splatted nearer.
97
103
  * @type {number}
98
104
  */
99
105
  export const AVBOIT_SAMPLE_BIAS_SLICES = 2.0;
@@ -907,3 +907,312 @@ constants from one table, and fails with a draw pass that uploads its own copy (
907
907
  `chunk_dynamic_mesh_vertex.spec.js` runs the shared AVBOIT vertex stage on the emulator and checks a
908
908
  vertex is carried by the row its draw names. The other half of the item — the emptiness query and the
909
909
  gather both walking the first live mesh's triangles — is left as it was.
910
+
911
+
912
+ ## 26. Review against the deck and the Godot proof of concept — 2026-10-04
913
+
914
+ Alex asked for the implementation to be checked against the deck and against
915
+ `github.com/IsaacMarovitz/godot-avoit` (*"AVBOIT works and is shipped, but I'm worried there might be
916
+ mistakes"*), then for an adversarial review of the proposal before it was carried out, and for the
917
+ particle off-centre read to be looked at again. The work is on a branch, not on master, for him to look at
918
+ first.
919
+
920
+ **Checked against the deck and found faithful.** The 10|10|10 packing with two guard bits, and the
921
+ per-channel first-overflow mark the integration pins from (slides 57–60); the exclusive-prefix integral at
922
+ `P + 1` slice boundaries; the continuous piecewise-linear warp, which gets what the deck's "filterable"
923
+ begin/end flags are for (slide 95) without them; the two-slice bias taken in virtual space; halving with a
924
+ fresh dilation per level; the resolve (slides 13–15). Two choices differ from the deck without being
925
+ defects: halving keeps the curve's shape and doubles every slice, where the deck re-adjusts its log curve so
926
+ that precision near the camera holds; and the per-fragment extinct discard stands in for the
927
+ zero-transmittance depth cull.
928
+
929
+ **The splat's rounding — measured, not a defect.** Meshes, particles and trails split a fragment's float
930
+ extinction between its two slices and round each share; the water rounded once and partitioned the counts.
931
+ Through the shipped chunks: the first makes a faint surface's count depend on where it sits in its slice
932
+ (α 3 %: one count or two) and is right on average over depth; the second is stable over depth and biased
933
+ (α 1.5 %: one count where 0.7 is exact). Either way an event below α ≈ 1.1 % registers nothing — the deck's
934
+ 8-bit floor.
935
+
936
+ **Found and measured.** Items 1 and 3 are fixed, each red then green; item 2 is open.
937
+
938
+ 1. *Tilted surfaces striped* — plan §9's sloped-surface risk, never measured until now. Every voxel column
939
+ holds a surface at the depth under its centre, and the draw reads the four nearest columns bilinearly; on a
940
+ surface tilted away from the camera the near-side neighbour holds the same surface nearer by its depth change
941
+ over up to a voxel, and past the two-slice bias the surface occluded itself by an amount that depended on
942
+ where the pixel sat in its voxel. A model of two overlapping α 0.5 cards at 1080p, through the shipped warp
943
+ build, curve, rounding and lookup, put it from about 30° (red −13 %, green +25 % at 45° with the front one
944
+ tilted). On the RTX 4090, the playground at 720p with a card tilted behind a camera-facing one: a sawtooth
945
+ locked to `x mod 8`, 52.2–55.5 sRGB codes in red at 45° and 50.5–55.6 at 60°, against a flat 52.3 under
946
+ MBOIT and a flat camera-facing control. Fixed by `avboit_footprint_bias`: the lookup goes a further
947
+ `8 × fwidth(v)` virtual slices toward the camera — the bilinear reach — capped at `2 V / P`, the base
948
+ bias of the coarsest slicing (§3.8). After, on the device: 52.3–52.4 at 45°, flat in the interior at 60°.
949
+ The cost is the band: a tilted fragment is not occluded by what lies within its own voxel's depth span in
950
+ front of it. Past the cap — about 85° at 1080p in a sparse volume — the stripes can return.
951
+ 2. *The water pinned the warp at its floor.* Its occupancy marked every 8×8 tile's depth range, and a water
952
+ plane covers every depth from the shore to the horizon, so the warp halved to `V = P` whenever water was on
953
+ screen — AVBOIT became plain 128-slice VBOIT. Modelled with the shipped warp build: two α 0.5 cards at 10 m
954
+ separate at 0.25 m without water (V = 4096) and blend into one average at 0.25–0.5 m with a water plane
955
+ spanning 2–200 m in view, partly at 1 m. **Open.** A fix was built and taken out again: the water
956
+ moved out of the volume into a full-resolution *transmittance layer* that every other draw compared its
957
+ depth against. Alex: *"It's Anti-OIT."* It put a water special case into every transparent pipeline —
958
+ two bindings and a depth comparison per fragment in the mesh, particle and trail draws, a pass every
959
+ frame without water to bind something, and a contract every channel inherits — where order independence
960
+ means every source goes through the one volume. The water is in the volume again, exactly as before
961
+ this entry, and now takes the footprint like every surface that splats (its splat takes the nearest
962
+ depth over its 8×8 tile, so a voxel's width covers its own column; a neighbour's nearest point can lie
963
+ further). What bears on the pinning from inside the warp — hysteresis on halving and the deck's curve
964
+ re-adjustment — is measured in entry 27.
965
+ 3. *The particle splat read the soft fade at the voxel's corner*, `8 × voxel`: the top-left pixel, and not
966
+ the voxel's own footprint at all when the volume does not divide the frame. On a floor the row four pixels
967
+ up is farther by a good part of the 0.5 m fade range, so a smoke card standing on the floor went into the
968
+ volume at up to 2.4× the coverage it was drawn with (0.94 against a voxel average of 0.39 at 10 m) — entry
969
+ 20's seam, one layer down again. Fixed by `chunk_particle_avboit_voxel_fade`: four reads at WebGPU's
970
+ standard 4× multisample positions over the voxel's footprint, through the exact low-to-full mapping.
971
+
972
+ **The adversarial review of the proposal**, before any of it was built, changed it in four places:
973
+
974
+ - *The footprint's reach.* A throwaway version at half a voxel cut the device sawtooth to 0.5 and 1.5 codes;
975
+ the bilinear lookup reaches a full voxel, so the full voxel is what removes it, and the spec holds that to no
976
+ self-occlusion at all.
977
+ - *The footprint's cap.* Unbounded, it runs away at silhouettes and grazing angles — a sphere's rim would
978
+ ignore everything in front of it. It is capped at the coarsest slicing's base bias, the separation every
979
+ surface already has whenever the volume is full: the extra a fragment ignores is never more than that.
980
+ The whole reach, base bias included, is at most `2 + 2 V / P` virtual slices.
981
+ - *The fade's sampling.* A read at the centre under-records the floor contact (0.24 against 0.39 at 10 m).
982
+ Over fifteen modelled contacts a 2×2 grid was off the voxel average by 0.05 on average and 0.12 at worst;
983
+ the rotated grid by 0.05 and 0.08, because its four reads fall on four rows and four columns.
984
+ - *Withdrawn:* the meshlet splat takes glass's Fresnel from the geometric normal where the draw uses the
985
+ normal-mapped one. At the splat's coarse mip a high-frequency normal map averages back to the geometric
986
+ normal, and glass's Fresnel at near-normal incidence barely moves (about 0.04 across ±20°), so the two agree
987
+ well within what the volume resolves.
988
+
989
+ **Corrected.** `AVBOIT_EXTINCT_TRANSMITTANCE`'s docblock bounded the discard's error by `1/256` of the
990
+ background. That holds where the 1/8-resolution volume is right at the full-resolution pixel; behind a gap
991
+ narrower than a voxel in a near-opaque layer the volume calls the pixel extinct and the surface seen through
992
+ the gap is discarded, where the resolve's normalization would have drawn it. Constructed, not seen on a
993
+ scene; the deck's zero-transmittance cull has the same limit. **Out of date:** entry 20's "the occupancy
994
+ marks every emitter, with no frustum test" — the particles now mark the box their bounds pass measures from
995
+ the quads, and skip additive emitters and unknown bounds.
996
+
997
+ **The Godot proof of concept** is monochrome and composited over Godot's own transparents; every piece of it
998
+ ports to WGSL. It splats at full resolution weighted by the cell's pixel area (64× the atomics), stores 16.16
999
+ fixed point per slice (no 8-bit floor), reconstructs with a 4×4×4 cubic B-spline (whose wider XY footprint
1000
+ would stripe worse on slopes), takes occupancy from rasterized fragments, and keeps hysteresis on halving — it
1001
+ refines only once the occupied count drops below three quarters of the budget. That last is the one idea worth
1002
+ having here, where the virtual resolution is decided afresh every frame and a scene hovering at the budget
1003
+ could flip between two slicings; unmeasured.
1004
+
1005
+ **An independent review of the commits**, by a reviewer who had only the diffs, the plan and this
1006
+ ledger, found nothing high or medium; it checked `fwidth` before any branch or discard at every call site
1007
+ and the spec's splat against the shader's. Taken from it:
1008
+
1009
+ - *Additive particles took a footprint.* They write nothing into the volume, so nothing of theirs can
1010
+ occlude them; the derivative is still taken in uniform control flow and selected away.
1011
+ - *Wording.* Camera-facing and stretched billboards are built from the camera's right and up, so their
1012
+ footprint is zero (the draw's comment said they were tilted); the cap bounds the band, not the whole
1013
+ reach; the side-channel contract now names the footprint.
1014
+ - Its findings about the layer went with the layer.
1015
+ - *Left:* the fade's four reads land on pixel boundaries at a scale of 8 and take the pixel past each, half a
1016
+ pixel off the voxel's centre — inside what four reads resolve.
1017
+
1018
+ **Verified.** Each fix red, then green, as above. The suites the change reaches (130 files, 1,518 tests
1019
+ with the layer gone); the whole engine suite (2,897 files, 22,247 tests, none failing, before the layer
1020
+ came out); the type check (declaration emit clean, 18 consumer-visible errors against the budget of 19, as
1021
+ before). On the RTX 4090, from the scratchpad and not in the repo: the slope probe; every AVBOIT module
1022
+ through `createShaderModule` and a frame under Brick4; the water page with the water back in the volume
1023
+ and taking the footprint, the card below the surface filtered by it (red 65 → 2 against the same view
1024
+ dry); no WebGPU validation error on any page (the water page's "Worker error" is the image-decoder worker
1025
+ bundle the dev server does not build, entry 22). A dev server left running across the revert's
1026
+ `git checkout` served the old recorder beside the new shader and threw; restarted, clean.
1027
+
1028
+ ## 27. Hysteresis and the curve re-adjustment, measured — 2026-10-04
1029
+
1030
+ Alex, after entry 26's water layer was taken out: *"Go ahead and try hysteresis and the curve
1031
+ re-adjustment, I want you to measure the results."* Both are in the warp build behind two switches on
1032
+ `Renderer.avboit`, off by default, so the shipped frame is unchanged until one is turned on.
1033
+
1034
+ **The deck's re-adjustment does nothing from a pure-log curve — measured, not built.** When the deck lowers
1035
+ its virtual slice count it re-parametrizes its log curve so slices near the camera keep their thickness.
1036
+ Searched over the free parameter of the engine's curve family (`build_light_cluster_parameters`:
1037
+ `slice = scale · log2(B z + O)`, pinned at the offset plane and the far plane), for each reference depth,
1038
+ the thinnest slice any member allows after halving 4096 → 2048 (near 0.1, far 200):
1039
+
1040
+ | at | the deck wants | uniform halving | best member |
1041
+ |---|---|---|---|
1042
+ | 0.5 m | 0.08 cm | 0.16 cm | 0.10 cm — and 1.37× thicker at 50 m |
1043
+ | 1 m | 0.16 cm | 0.32 cm | 0.30 cm |
1044
+ | 2 m | 0.32 cm | 0.64 cm | 0.64 cm (pure log) |
1045
+ | 5 m | 0.79 cm | 1.59 cm | 1.48 cm |
1046
+
1047
+ The same ratios hold for every halving. The deck's base curve is linearized and its re-adjustment moves it
1048
+ toward log; AVBOIT's curve is pure log at every level, the near-preserving end of the family already.
1049
+
1050
+ **What re-adjusting can recover is the octave's waste** (`AVBOITSettings.warp_steps_per_octave`). Halving
1051
+ lands the occupied count anywhere from about half the budget to all of it. With four steps per octave the
1052
+ build tries `2 L · 2^(-i/4)` between the octave that fits and the one above it, finest first, rewriting the
1053
+ finest bits into those slices conservatively, run by run; consumers take any virtual count unchanged.
1054
+
1055
+ - *Random scenes* (emulator, the shipped shader; 4–64 objects at 1–150 m log-uniform, extents 0.1–20 % of
1056
+ their depth; 120 scenes per count): where the warp halves, the virtual resolution reached is 1.28–1.43×
1057
+ finer on average (medians 1.19–1.41, at most 1.68), and the share of the 128 slices used goes from
1058
+ 72–83 % to 93–95 %.
1059
+ - *The bonfire* (`playground/particle_ecs`, `?debug`, 400 stepped frames, RTX 4090, the virtual count read
1060
+ back every frame through a hook on the history buffer, no engine change): octaves sit at **128, the
1061
+ floor, every frame**; four steps at **215**, 1.68× finer.
1062
+ - *Cost* (the build dispatched alone on the 4090, warmed, configurations interleaved, medians of 320):
1063
+ 12 runs of occupied slices 34 → 54 µs, 40 runs 22.5 → 53 µs, 600 fragmented runs 22.5 → 317 µs — the
1064
+ single-lane run walk, three times per frame at most.
1065
+
1066
+ **Hysteresis** (`AVBOITSettings.warp_hysteresis`, `AVBOIT_WARP_RELEASE` = 0.75, Godot's figure). The
1067
+ virtual resolution the warp settled on is kept per view in a one-word GPU buffer; a finer one is taken only
1068
+ when it fits in three quarters of the budget, coarsening is immediate.
1069
+
1070
+ - *Synthetic* (emulator, the shipped shader, 600 frames; a smoke column's extent jittering frame to frame at
1071
+ the extent where the level steps): without hysteresis the level flips about 290 times, every other frame,
1072
+ at 1, 3 and 10 % jitter alike; with it, none — the frames that flipped to the finer level are held at the
1073
+ coarser one instead (2× coarser with octaves, 1.19× with steps). A slow drift through the threshold:
1074
+ 25 flips → 1 with octaves, 62 → 2 with steps.
1075
+ - *The release* (a replica of the decision, agreeing with the shader on 400 of 400 frames): it sets the
1076
+ jitter tolerated and the precision given up while a scene shrinks. With four steps:
1077
+
1078
+ | release | flips at 10 % jitter | at 25 % | budget used, shrinking scene |
1079
+ |---|---|---|---|
1080
+ | 1 (off) | 314 | 310 | 0.90 |
1081
+ | 0.95 | 104 | 259 | 0.87 |
1082
+ | 0.9 | 0 | 198 | 0.84 |
1083
+ | 0.75 | 0 | 34 | 0.75 |
1084
+
1085
+ With octaves the cost is larger, down to 0.59 of the budget at 0.75: refining needs the next level's count,
1086
+ twice this one's, to fit in three quarters.
1087
+ - *The bonfire*: with the camera still, **no flip in 400 frames** at any setting — real particle bounds did
1088
+ not jitter across a threshold here. Orbiting 90°: octaves flipped twice (128 ↔ 256), steps twice
1089
+ (215 ↔ 256), steps with hysteresis never — held at 215 for the 21 frames where 256 was available.
1090
+ - *Cost*: one load and one store in a single-invocation pass; nothing measurable.
1091
+
1092
+ **Found on the way: the warp build's serial LUT costs 136 µs whenever the volume is sparse.** With the
1093
+ occupancy fitting at 4096 virtual slices the build took 136 µs on the 4090, against 22.5 µs at 128: one
1094
+ invocation writing 4,097 LUT entries. Entry 15 raised `AVBOIT_VIRTUAL_SLICES_MAX` to 4096 counting "a longer
1095
+ single-lane loop in the warp build" among costs that do not register; it registers, against entry 17's
1096
+ 290 µs for the whole of the transparency work on a page whose occupancy fits at 4096. A workgroup prefix
1097
+ sum would take it to a few microseconds, and the steps' run walk with it. Not done here.
1098
+
1099
+ **Verified.** Seven new emulator specs on the build: the first step down that fits, the fall-through to the
1100
+ octave, a step's slices covering every finest slice they overlap, hysteresis holding without room to spare
1101
+ and refining with it, coarsening at once, the history recorded when hysteresis is off. The suites the change
1102
+ reaches (132 files, 1,537 tests); the type check at 18 against the budget of 19. On the 4090 the build
1103
+ compiles and runs with both switches in the bonfire, no validation error.
1104
+
1105
+ **Open:** whether to turn either on — the steps are a measured 1.2–1.7× in over-budget scenes for 20–300 µs
1106
+ of single-lane work, hysteresis a guard against a flicker the bonfire did not show; the release, if
1107
+ hysteresis goes on (0.9 with steps by the table above); a parallel warp build, which would make the steps
1108
+ nearly free and take back the 136 µs.
1109
+
1110
+ ## 28. The warp build, one workgroup — 2026-10-04
1111
+
1112
+ Alex: *"go ahead and parallelize the warp build please, go ahead and use subgroups too if it's relevant"*,
1113
+ with a snippet from the IOI Smolder talk — CuteSort, which ranks a lane by `WaveActiveBallot` per key bit
1114
+ and `countbits`.
1115
+
1116
+ **What it was.** One invocation — §3.4 had it that a 1 K-entry prefix sum is not a workload, and that a single
1117
+ lane keeps the shader runnable in the emulator. Entry 27 measured it at 22.5 µs halving to 128 virtual
1118
+ slices, 136 µs whenever the occupancy fits at 4096 (the 4,097-entry LUT written serially), and 317 µs with
1119
+ four steps over 600 fragmented runs (the run walk).
1120
+
1121
+ **What it is.** One workgroup of 128 invocations, one per occupancy word, each holding its finest word in a
1122
+ register for the whole build.
1123
+
1124
+ - *A resolution tried:* every invocation marks the virtual slices its word's runs touch
1125
+ (`chunk_avboit_warp_marks`) — finest slice `f` touches `floor(f V / V_max)` to `ceil((f + 1) V / V_max) - 1`,
1126
+ division-free because `V_max` is a power of two, and 32 finest slices touch at most two virtual words — and
1127
+ `atomicOr`s them into workgroup memory. Each invocation then dilates its own word of that resolution
1128
+ (`chunk_avboit_warp_level_word`), and a `subgroupAdd` per subgroup and one pass over the partials count
1129
+ them. Octaves are marked by the same rule, so halving is no longer a fold of the level above; where
1130
+ `V_max / V` is a power of two the overlap rule is the fold.
1131
+ - *Decisions* are made on that count read back through `workgroupUniformLoad`, which is what lets Tint accept
1132
+ loops with barriers and subgroup operations inside: the octave loop bounded at 13, the steps loop by the
1133
+ uniform setting.
1134
+ - *The LUT:* `subgroupExclusiveAdd` over the chosen words' counts plus the earlier subgroups' totals, then 32
1135
+ coalesced writes per invocation (`chunk_avboit_warp_lut_entry`).
1136
+ - The marks alternate between two halves of a workgroup array, each try zeroing the half the next will mark,
1137
+ so a try costs three barriers.
1138
+
1139
+ A first cut had each invocation compute its virtual word straight from the finest bits — 34 slices, two
1140
+ integer divisions each. Bit-exact, and 7 µs at 4096, but slower than the single lane wherever the warp halves
1141
+ (26.6 µs against 22.5 at 128): at 128 virtual slices four invocations had a word and 124 waited. Marking from
1142
+ the finest side keeps all 128 busy at every resolution.
1143
+
1144
+ **The CuteSort snippet.** Its rank — the popcount of a ballot masked to the lower lanes — is what a LUT entry
1145
+ already is: `countOneBits(word & ((1u << bit) - 1u))`. An occupancy word is that ballot, 32 slices to a
1146
+ word, so within a word no subgroup operation is needed and nothing anywhere needs sorting; subgroups carry the
1147
+ counts across words.
1148
+
1149
+ **Measured** (RTX 4090, headless Chrome; the build dispatched alone, warm, single-lane and parallel
1150
+ interleaved in alternating order, medians of 240):
1151
+
1152
+ | occupancy | V | single-lane | one workgroup |
1153
+ |---|---|---|---|
1154
+ | sparse, fits at 4096 (steps 1 or 4) | 4096 | 136.2 µs | 3.1 µs |
1155
+ | 12 runs, steps 1 | 512 | 33.8 µs | 3.1 µs |
1156
+ | 12 runs, steps 4 | 724 | 54.3 µs | 4.1 µs |
1157
+ | 40 runs (bonfire-like), steps 1 | 128 | 22.5 µs | 4.1 µs |
1158
+ | 40 runs, steps 4 | 128 | 53.3 µs | 5.1 µs |
1159
+ | 600 fragmented runs, steps 1 | 128 | 22.5 µs | 7.2 µs |
1160
+ | 600 fragmented runs, steps 4 | 128 | 317.4 µs | 9.2 µs |
1161
+ | occupied everywhere, steps 1 | 128 | 22.5 µs | 4.1 µs |
1162
+ | occupied everywhere, steps 4 | 128 | 34.8 µs | 5.1 µs |
1163
+
1164
+ A step tried now costs about a microsecond, so the cost half of entry 27's open question is gone.
1165
+
1166
+ **Verified.**
1167
+
1168
+ - *Bit-exact against the single-lane build on the 4090:* both shaders in one page on the same inputs, every
1169
+ word of the warp and the history word compared. 5,304 cases: 397 occupancy patterns (empty, full, single
1170
+ slices at word edges, runs sized around every octave's budget at seven offsets, trains of runs, 160 random
1171
+ run sets, random bits at seven densities) × physical 128 (96 and 200 on a third of them) × steps 1, 2, 4, 7
1172
+ × hysteresis off and on with assorted previous resolutions. Every level from 64 to 4096 was reached; no
1173
+ word differs. Tint compiles it with no message.
1174
+ - *Through the shipped pipeline* (the bonfire, entry 27's probe, 80 frames per setting): 128 virtual slices
1175
+ with octaves, 215 with steps, the same two flips orbiting and none with hysteresis; no validation error.
1176
+ - *Not exercised:* subgroup sizes other than the 4090's 32. The scan takes invocations to fill subgroups in
1177
+ index order, as `shader_prefix_scan_csdldf` does.
1178
+ - *Specs:* the emulator cannot run the workgroup, so — as with the bucket sorts (entry 22's sort, the
1179
+ rasterization buckets) — the shader's spec holds the assembled source to the parser and the validator, and
1180
+ the five new chunks carry their own: the marks against the overlap definition at octaves and between, runs
1181
+ split across words, a word straddling a virtual word; the dilation and the cut at `V`; the budget; the
1182
+ steps; the LUT entry. Flooring a run's last slice instead of ceiling it fails four of the marks specs. The
1183
+ 14 emulator tests of the whole single-lane build went with it; their scenarios are among the device cases.
1184
+ The suites the change reaches: 160 files, 1,619 tests; the type check at 18 against 19.
1185
+
1186
+ `chunk_avboit_fold_pairs` has no consumer now; kept.
1187
+
1188
+ The water playground got a tickbox for the steps on the way (d915095b2). Its one view sits at 256 virtual
1189
+ slices in all six presets with or without them: the water's occupancy fits at 256 and at none of 431, 362
1190
+ or 304.
1191
+
1192
+ **Open:** entry 27's — whether to turn the steps or hysteresis on, the steps now at about a microsecond per
1193
+ resolution tried.
1194
+
1195
+ ## 29. Four steps per octave by default; hysteresis removed — 2026-10-04
1196
+
1197
+ Alex, after the warp, its defaults and entries 27–28 were explained: *"make 4 default, remove hysteresis."*
1198
+
1199
+ **Steps.** `AVBOITSettings.warp_steps_per_octave` is 4. What it was measured to buy (entry 27): 1.28–1.43×
1200
+ finer virtual slices on average where the warp halves, 1.68× in the bonfire (128 → 215), and smaller level
1201
+ changes when the count crosses a threshold (215 ↔ 256 orbiting the bonfire, against 128 ↔ 256). What it
1202
+ costs since entry 28: about a microsecond per resolution tried, at most three per view per frame. Where
1203
+ halving already lands close to the budget no step fits and the warp is the octave's, as before. The water
1204
+ playground's tickbox starts ticked, mirroring the default.
1205
+
1206
+ **Hysteresis** is gone: `AVBOITSettings.warp_hysteresis`, `AVBOIT_WARP_RELEASE`, `chunk_avboit_warp_budget`,
1207
+ the warp build's `history` binding and the per-view buffer behind it (`graph_avboit_build_warp` no longer
1208
+ takes a `history_key`). It guarded against a flicker measured only in synthetic jitter — the bonfire with a
1209
+ still camera never changed level — and cost precision whenever a scene shrinks, holding the coarser
1210
+ slicing until a quarter of the budget was free.
1211
+
1212
+ **Verified.** The build without the history binding against the single-lane build of entry 27 with
1213
+ hysteresis off, on the 4090: entry 28's 397 occupancy patterns × physical counts × steps 1, 2, 4, 7, 2,652
1214
+ cases, every word of the warp identical; timing unchanged (3.1–9.2 µs). The suites the change reaches; the
1215
+ type check.
1216
+
1217
+ **Open:** none from this.
1218
+
@@ -1,6 +1,6 @@
1
1
  # Adaptive voxel-based order-independent transparency (AVBOIT) — implementation plan
2
2
 
3
- **Status:** implemented, default mode, device tier in progress — revision 7
3
+ **Status:** implemented, default mode, device tier in progress — revision 8
4
4
  **Date:** 2026-09-03
5
5
  **Author:** Alex Goldring / Company Named Limited, with Claude
6
6
  **Scope:** `src/shade/renderer/rasterize/native/avboit/` (new), `src/shade/renderer/ShadeTransparencyMode.js`
@@ -47,6 +47,22 @@ Games, SIGGRAPH 2025 (talk deck, 60 pages, `AVBOIT_SIG2025_MDROBOT-final.pdf`)
47
47
  > fragment's extinction by the share of the voxel its triangle covers, so a trail thinner than a voxel
48
48
  > occludes steadily instead of in the columns whose centres it happens to cross (§9). The meshlet and particle
49
49
  > splats are unchanged.
50
+ >
51
+ > **Revision 8** (ledger entry 26) is the review against the deck. The lookup bias grows by the fragment's
52
+ > own footprint (§3.8), which closes §9's sloped-surface risk. The particle splat's soft fade is averaged over
53
+ > the voxel rather than read at its corner. A water plane in view takes the warp's whole budget (§9); taking
54
+ > the water out of the volume was tried and withdrawn as anti-OIT.
55
+ >
56
+ > **Revision 9** (ledger entry 27): the warp build can try virtual resolutions between octaves
57
+ > (`AVBOITSettings.warp_steps_per_octave`) and hold the previous frame's against refining
58
+ > (`warp_hysteresis`), both off by default (§3.4). The deck's curve re-adjustment was measured and gives
59
+ > nothing from a pure-log curve.
60
+ >
61
+ > **Revision 10** (ledger entry 28): the warp build is one workgroup, an invocation per occupancy word, with
62
+ > subgroup reductions and a subgroup scan for the LUT (§3.4); it was one invocation.
63
+ >
64
+ > **Revision 11** (ledger entry 29): four steps per octave is the default, and revision 9's hysteresis is
65
+ > removed.
50
66
 
51
67
  ---
52
68
 
@@ -206,15 +222,19 @@ integration; that is an optimization on passes that cost ~0.25 ms at our resolut
206
222
 
207
223
  ### 3.4 Warp LUT build
208
224
 
209
- A single-invocation compute shader (`@workgroup_size(1)`) — the work is a few thousand bit operations, and a
210
- single lane keeps the whole thing runnable in the WGSL emulator, whose barriers are no-ops and which has no
211
- workgroup-cooperative dispatch. This is not a fallback for a subgroup path; a 1 K-entry prefix sum is not a
212
- workload.
225
+ *Revision 10:* one workgroup of 128 invocations, one per occupancy word. Revisions 1–9 had a single
226
+ invocation, on the argument that a 1 K-entry prefix sum is not a workload and that a single lane keeps the
227
+ shader runnable in the WGSL emulator; at `V_max = 4096` the serial LUT alone measured 136 µs (ledger entry 27).
228
+ A resolution tried is every invocation marking the virtual slices its finest word's runs touch, at most two
229
+ words, OR-ed into workgroup memory, then every word of it dilated by its own invocation and counted with a
230
+ subgroup reduction; the LUT is a subgroup scan of the chosen words' counts. Each decision is made on a count
231
+ read back through `workgroupUniformLoad`. The emulator cannot run it: the pure parts are chunks with specs,
232
+ and the whole was verified bit-exact against the single-lane build on a device (ledger entry 28).
213
233
 
214
234
  Per level, in order: dilate the occupancy by one slice each side *at this level* (a fragment on the edge of a
215
235
  meshlet's bounds linear-splats half its extinction one slice out, and that slice has to belong to the same run
216
236
  — dilating only at the finest level can shrink to nothing after halving), count, and either accept or halve the
217
- undilated bits and repeat.
237
+ resolution, marked afresh from the finest bits, and repeat.
218
238
 
219
239
  Output, `AVBOIT_WARP_STRUCT`:
220
240
 
@@ -238,6 +258,13 @@ begin/end flags unnecessary here: a sample that falls in a gap lands exactly on
238
258
  runs, and with the integral stored at slice *boundaries* (§3.6) that reads the previous run's full total and
239
259
  none of the next run's — which is the right answer for empty space.
240
260
 
261
+ *Revision 9:* with `warp_steps_per_octave > 1` the build also tries `2 L · 2^(-i / steps)` virtual slices
262
+ between the octave `L` that fits and the one above it, finest first, with the finest bits rewritten into
263
+ those slices conservatively run by run, so the occupied count lands closer to the budget; any virtual count
264
+ works downstream, since the coordinate is the finest one scaled by `V / V_max`. Ledger entry 27 has what it
265
+ buys and costs. *Revision 11:* four steps is the default; the hysteresis revision 9 added beside the steps
266
+ is removed (ledger entry 29).
267
+
241
268
  ### 3.5 Splat
242
269
 
243
270
  A render pass at `ceil(internal / AVBOIT_VOXEL_DOWNSCALE)` with the shared `vertex_shader_chunk`, no depth
@@ -328,6 +355,14 @@ reads the previous run's total — instead of reading two slices into a run that
328
355
  With the splat and storage conventions above the analytic minimum that avoids any self-occlusion is 1.5 slices;
329
356
  `AVBOIT_SAMPLE_BIAS_SLICES = 2.0` follows the deck and leaves half a slice of margin.
330
357
 
358
+ *Revision 8:* that minimum is for a surface splatted at its own depth, and the draw also reads the
359
+ neighbouring columns, up to a voxel away, where a surface tilted away from the camera was splatted nearer.
360
+ Every draw of a surface that splats adds `avboit_footprint_bias` — `8 × fwidth(v)` virtual slices, a voxel's
361
+ width of its own depth change, capped at `2 V / P`, the base bias of the coarsest slicing — so a tilted
362
+ surface does not occlude itself; additive particles, which write nothing into the volume, add none. A
363
+ tilted fragment is then not occluded by what lies within that band in front of it (ledger entry 26). The
364
+ cap bounds the band; the whole reach is at most `2 + 2 V / P`.
365
+
331
366
  IBL and Brick4 variants are two files, as for MBOIT, sharing the fragment body text; the Brick4 one carries
332
367
  the extra `brick4` storage buffer in the view group.
333
368
 
@@ -387,7 +422,7 @@ its layout group by group — material, scene and view at `VERTEX | FRAGMENT`, t
387
422
  | Storage buffer for the extinction volume | 3D storage texture | WebGPU has no atomic image operations. |
388
423
  | Integral as exclusive prefix at slice boundaries, `P + 1` texels | Inclusive prefix at slice centres | Makes a gap sample land exactly on a run boundary and read the right total; costs one extra depth texel. |
389
424
  | Sample bias in virtual space before the warp | Bias in physical space after it | Across a gap the physical bias reaches into a different depth region; the virtual one stops at the flat boundary. |
390
- | Warp LUT built by one invocation | Workgroup prefix sum with subgroup ops | 1 K entries; a single lane is microseconds and the emulator can run it. Not a fallback path. |
425
+ | *Revision 10:* warp built by one workgroup, an invocation per occupancy word, subgroup reductions and scan | One invocation (revisions 1–9) | At 4096 virtual slices the serial LUT alone cost 136 µs on an RTX 4090, and the steps' run walk up to 295 µs more; the workgroup takes 3–9 µs with the same output (ledger entry 28). The emulator cannot run it; its pure parts are chunks with specs. |
391
426
  | Occupancy from meshlet AABBs | Conservative software voxelization of quads and boxes (the deck) | The engine already has HZB-filtered meshlet bounds on the GPU; a meshlet is a tighter primitive than a mesh box. |
392
427
  | *Revision 4:* the engine's depth slicing, Morton decode, linear-clamp sampler and a shared draw loop | The pipeline's own curve, bit fold, sampler descriptor and a copy of the MBOIT draw loop | Reinventions, found in review. The one thing kept apart from the engine on purpose is the shared draw-fragment body text (`avboit_draw_fragment_body.js`): MBOIT duplicates its resolve body across the IBL and Brick4 files, and two 45-line bodies drifting apart is the worse failure. |
393
428
  | No depth test in the splat pass | Low-res depth from the HZB | Correctness does not need it (§3.5); it is a splat-throughput optimization to measure first. |
@@ -422,7 +457,11 @@ src/shade/renderer/rasterize/native/avboit/
422
457
  chunk_avboit_occupancy_range.js slice interval → dilated slice range
423
458
  chunk_avboit_occupancy_word_mask.js bits of one word inside a range
424
459
  chunk_avboit_dilate_word.js one-slice dilation across words
425
- chunk_avboit_fold_pairs.js halve a word's resolution (via decode32_morton2)
460
+ chunk_avboit_fold_pairs.js halve a word's resolution (via decode32_morton2); unused since rev 10
461
+ chunk_avboit_warp_marks.js the virtual slices a finest word's runs touch (rev 10)
462
+ chunk_avboit_warp_level_word.js a resolution's word, dilated and cut at V
463
+ chunk_avboit_warp_step_count.js the resolutions between octaves
464
+ chunk_avboit_warp_lut_entry.js one LUT entry from its word and the count below it
426
465
  chunk_avboit_warp.js φ(v_f) over the LUT
427
466
  chunk_avboit_view_depth_to_virtual.js the curve, scaled to the active resolution
428
467
  chunk_avboit_view_depth_to_physical.js curve then warp
@@ -432,7 +471,7 @@ src/shade/renderer/rasterize/native/avboit/
432
471
  chunk_avboit_splat_slice.js the two-slice voxel write, shared with the side channels
433
472
  AVBOITSideChannel.js the contract for a non-meshlet transparent source (rev 5)
434
473
  shader_avboit_occupancy.js compute, per meshlet
435
- shader_avboit_build_warp.js compute, one invocation
474
+ shader_avboit_build_warp.js compute, one workgroup (rev 10)
436
475
  shader_avboit_splat.js render pass, 1/8 resolution, atomics
437
476
  shader_avboit_integrate.js compute, per column
438
477
  avboit_draw_fragment_body.js shared WGSL text of the draw fragment
@@ -553,3 +592,9 @@ Each step lands with its tests green before the next starts; the ledger records
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  - **Sloped surfaces** — a splat fragment carries the depth of its low-resolution pixel centre; on a surface at
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  a grazing angle that can differ from the full-resolution fragment's depth by more than the bias. Self-occlusion
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  along the slope would be the symptom; the page's copyable camera state is what makes that reproducible.
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+ *Revision 8:* measured and closed. It was not only grazing angles: from about 30° at 1080p a tilted surface
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+ over another transparent layer striped in an 8-pixel sawtooth, 3–5 sRGB codes on the device at 45–60°. The
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+ footprint bias (§3.8) removes it up to its cap, about 85° in a sparse volume (ledger entry 26).
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+ - **A surface spanning a long depth range** — a water plane above all, from the shore to the horizon —
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+ occupies so many virtual slices that the warp halves to `V = P`, and every other transparent surface in
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+ the frame is sliced at the coarsest resolution (*revision 8*, measured in ledger entry 26).
@@ -1 +1 @@
1
- {"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wCAFU,MAAM,CAgEV;AAEN;;;GAGG;AACH,gDAFU,WAAW,CASnB;AAEF;;;GAGG;AACH,kCAFU,qBAAqB,CAiB3B"}
1
+ {"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wCAFU,MAAM,CAoEV;AAEN;;;GAGG;AACH,gDAFU,WAAW,CAWnB;AAEF;;;GAGG;AACH,kCAFU,qBAAqB,CAiB3B"}
@@ -4,6 +4,8 @@ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_
4
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  import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
5
5
  import { OIT_COVERAGE_MAX } from "../oit/OIT_CONSTANTS.js";
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  import { AVBOIT_EXTINCT_TRANSMITTANCE } from "./AVBOIT_CONSTANTS.js";
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+ import { chunk_avboit_view_depth_to_virtual } from "./chunk_avboit_view_depth_to_virtual.js";
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+ import { chunk_avboit_footprint_bias } from "./chunk_avboit_footprint_bias.js";
7
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  import { chunk_avboit_sample_transmittance } from "./chunk_avboit_sample_transmittance.js";
8
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  import { chunk_avboit_transmission_tint } from "./chunk_avboit_transmission_tint.js";
9
11
 
@@ -65,7 +67,11 @@ fn main(
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  let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
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  let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
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69
 
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- let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, frag_screen_uv, frag_view_depth);
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+ // how far the surface's own depth runs across a voxel, so it does not occlude itself through the
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+ // neighbouring columns; taken here, in uniform control flow, before anything can discard
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+ let footprint = avboit_footprint_bias(&warp, fwidth(avboit_view_depth_to_virtual(&warp, frag_view_depth)));
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+
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+ let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, frag_screen_uv, frag_view_depth, footprint);
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75
 
70
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  if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
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  // nothing this fragment contributes survives what is in front of it; skip the shading
@@ -113,6 +119,8 @@ export const AVBOIT_DRAW_FRAGMENT_DEPENDENCIES = [
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  chunk_unjitter_uv,
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  chunk_get_view_space_depth,
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  chunk_sample_volumetrics,
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+ chunk_avboit_view_depth_to_virtual,
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+ chunk_avboit_footprint_bias,
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  chunk_avboit_sample_transmittance,
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  chunk_avboit_transmission_tint,
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  ];
@@ -0,0 +1,33 @@
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+ /**
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+ * How much further toward the camera, in virtual slices, a fragment has to look the integral up so
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+ * that its own surface does not occlude it through the neighbouring voxel columns — given
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+ * `virtual_fwidth`, the fragment's `fwidth` of its virtual slice coordinate
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+ * (`avboit_view_depth_to_virtual`), which the caller takes in the fragment stage.
6
+ *
7
+ * The volume is 1/8 resolution and every column holds a surface at the depth under the column's
8
+ * centre. The draw reads the four nearest columns bilinearly, up to one voxel away. On a surface
9
+ * tilted away from the camera, the neighbour on its near side holds the same surface nearer by the
10
+ * surface's depth change over that distance, and once that exceeds the two-slice base bias the
11
+ * surface occludes itself — by an amount that depends on where the pixel sits in its voxel, so an
12
+ * overlapping layer showed 8-pixel stripes (ledger entry 26: 3–5 sRGB codes on the device at 45–60°).
13
+ * A voxel's width of the surface's own depth change, `AVBOIT_VOXEL_DOWNSCALE × fwidth`, covers the
14
+ * farthest column the lookup reaches. The virtual coordinate is convex along a plane seen in
15
+ * perspective, so its derivative at the fragment bounds the change toward the near side.
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+ *
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+ * What it costs: a tilted fragment is not occluded by what lies within that band in front of it, the
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+ * depth the volume cannot tell apart from the surface itself at this resolution. The band is capped at
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+ * the base bias of the coarsest slicing, `V / P` base biases — the separation every surface already
20
+ * has whenever the volume is full and the warp halves down to `V = P` — so where the derivative runs
21
+ * away, at a silhouette or a grazing angle, the extra a fragment ignores is never more than that. The
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+ * whole reach is the base bias plus the band: at most `2 + 2 V / P` virtual slices, twice the coarsest
23
+ * separation when the volume is full, about the coarsest separation at `V = 4096`. Past the cap (about
24
+ * 85° at 1080p in a sparse volume) the stripes can return.
25
+ *
26
+ * A fragment that writes nothing into the volume — an additive particle's — has nothing of its own there
27
+ * to occlude it and takes no footprint.
28
+ *
29
+ * @type {CodeChunk}
30
+ */
31
+ export const chunk_avboit_footprint_bias: CodeChunk;
32
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
33
+ //# sourceMappingURL=chunk_avboit_footprint_bias.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_avboit_footprint_bias.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/chunk_avboit_footprint_bias.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,0CAFU,SAAS,CAYjB;0BA5CwB,uCAAuC"}