@woosh/meep-engine 3.60.3 → 3.60.5

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 (514) hide show
  1. package/CHANGELOG.md +2602 -0
  2. package/CONTRIBUTING.md +7 -0
  3. package/MIGRATION_2_TO_3.md +136 -0
  4. package/SECURITY.md +4 -0
  5. package/editor/EditorCameraNavigation.d.ts +2 -1
  6. package/editor/EditorCameraNavigation.d.ts.map +1 -1
  7. package/editor/EditorCameraNavigation.js +51 -57
  8. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +3 -0
  9. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  10. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +6 -0
  11. package/package.json +6 -2
  12. package/src/engine/EngineHarness.d.ts +3 -9
  13. package/src/engine/EngineHarness.d.ts.map +1 -1
  14. package/src/engine/EngineHarness.js +6 -8
  15. package/src/engine/graphics/camera/makeOrbitalCameraController.d.ts +9 -6
  16. package/src/engine/graphics/camera/makeOrbitalCameraController.d.ts.map +1 -1
  17. package/src/engine/graphics/camera/makeOrbitalCameraController.js +44 -71
  18. package/src/engine/graphics/camera/orbital/MomentumAxis.d.ts +64 -0
  19. package/src/engine/graphics/camera/orbital/MomentumAxis.d.ts.map +1 -0
  20. package/src/engine/graphics/camera/orbital/MomentumAxis.js +187 -0
  21. package/src/engine/graphics/camera/orbital/OrbitalCameraRig.d.ts +86 -0
  22. package/src/engine/graphics/camera/orbital/OrbitalCameraRig.d.ts.map +1 -0
  23. package/src/engine/graphics/camera/orbital/OrbitalCameraRig.js +319 -0
  24. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts +34 -10
  25. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
  26. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +116 -30
  27. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts +1 -7
  28. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.d.ts.map +1 -1
  29. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraControllerSystem.js +1 -37
  30. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometryFlags.js +1 -2
  31. package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.d.ts +14 -0
  32. package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.d.ts.map +1 -0
  33. package/src/engine/graphics/ecs/trail3d/TRAIL3D_FADE_LINEAR.js +22 -0
  34. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +19 -3
  35. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  36. package/src/engine/graphics/ecs/trail3d/Trail3D.js +31 -4
  37. package/src/engine/graphics/ecs/trail3d/advance_trail.js +1 -1
  38. package/src/engine/graphics/ecs/water/Water.d.ts +8 -0
  39. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  40. package/src/engine/graphics/ecs/water/Water.js +8 -0
  41. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +5 -5
  42. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +1 -1
  43. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +6 -6
  44. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  45. package/src/engine/graphics3/WaterSystem.js +731 -734
  46. package/src/engine/graphics3/decal/DecalTileShader.d.ts +61 -0
  47. package/src/engine/graphics3/decal/DecalTileShader.d.ts.map +1 -0
  48. package/src/engine/graphics3/decal/DecalTileShader.js +138 -0
  49. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts +10 -4
  50. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  51. package/src/engine/graphics3/decal/GPUDecalRenderer.js +149 -44
  52. package/src/engine/graphics3/decal/chunk_decal_tile_vertex.d.ts +25 -0
  53. package/src/engine/graphics3/decal/chunk_decal_tile_vertex.d.ts.map +1 -0
  54. package/src/engine/graphics3/decal/chunk_decal_tile_vertex.js +55 -0
  55. package/src/engine/graphics3/decal/graph_gather_decal_tiles.d.ts +22 -0
  56. package/src/engine/graphics3/decal/graph_gather_decal_tiles.d.ts.map +1 -0
  57. package/src/engine/graphics3/decal/graph_gather_decal_tiles.js +70 -0
  58. package/src/engine/graphics3/decal/shader_decal_composite.d.ts +7 -5
  59. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  60. package/src/engine/graphics3/decal/shader_decal_composite.js +48 -44
  61. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts +12 -0
  62. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -0
  63. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +78 -0
  64. package/src/engine/graphics3/decal/shader_gather_decal_tiles.d.ts +11 -0
  65. package/src/engine/graphics3/decal/shader_gather_decal_tiles.d.ts.map +1 -0
  66. package/src/engine/graphics3/decal/shader_gather_decal_tiles.js +80 -0
  67. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +10 -0
  68. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +1 -1
  69. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -1
  70. package/src/engine/input/devices/mouse/MouseEventButtons.d.ts +13 -0
  71. package/src/engine/input/devices/mouse/MouseEventButtons.d.ts.map +1 -0
  72. package/src/engine/input/devices/mouse/MouseEventButtons.js +23 -0
  73. package/src/engine/input/ecs/controllers/KeyboardCameraController.d.ts +4 -0
  74. package/src/engine/input/ecs/controllers/KeyboardCameraController.d.ts.map +1 -1
  75. package/src/engine/input/ecs/controllers/KeyboardCameraController.js +9 -45
  76. package/src/engine/physics/cloth/ecs/cloth_geodesic.d.ts +2 -2
  77. package/src/engine/physics/cloth/ecs/cloth_geodesic.js +2 -2
  78. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  79. package/src/shade/playground/probe_clipmap/README.md +1 -0
  80. package/src/shade/playground/probe_clipmap/index.html +5 -0
  81. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  82. package/src/shade/playground/probe_clipmap/main.js +16 -2
  83. package/src/shade/playground/vgeo_scene/README.md +1 -1
  84. package/src/shade/playground/water_refraction/README.md +5 -6
  85. package/src/shade/playground/water_refraction/index.html +1 -1
  86. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  87. package/src/shade/renderer/Renderer.js +7 -5
  88. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +4 -6
  89. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -1
  90. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +34 -36
  91. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +1 -1
  92. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  93. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +162 -163
  94. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +1 -1
  95. package/src/shade/renderer/atmosphere/compute_mie_absorption.js +1 -1
  96. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.js +1 -1
  97. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +1 -1
  98. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +164 -164
  99. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +1 -1
  100. package/src/shade/renderer/camera/orbital/OrbitalCameraController.d.ts +40 -80
  101. package/src/shade/renderer/camera/orbital/OrbitalCameraController.d.ts.map +1 -1
  102. package/src/shade/renderer/camera/orbital/OrbitalCameraController.js +197 -147
  103. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  104. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  105. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  106. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  107. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  108. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +4 -4
  109. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +4 -4
  110. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +2 -1
  111. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  112. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +18 -1
  113. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +2 -2
  114. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts +1 -1
  115. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.js +1 -1
  116. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts +4 -5
  117. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.d.ts.map +1 -1
  118. package/src/shade/renderer/geometry/sdf/chunk_blas_query_band_sdf.js +6 -7
  119. package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.d.ts +31 -0
  120. package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.d.ts.map +1 -0
  121. package/src/shade/renderer/geometry/virtual/proxy/vgeo_to_proxy_mesh.js +343 -0
  122. package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.d.ts +17 -0
  123. package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.d.ts.map +1 -0
  124. package/src/shade/renderer/geometry/virtual/runtime/vgeo_meshlet_metadata_write.js +29 -0
  125. package/src/shade/renderer/geometry/virtual/runtime/vgeo_runtime_meshlet_batch.d.ts.map +1 -1
  126. package/src/shade/renderer/geometry/virtual/runtime/vgeo_runtime_meshlet_batch.js +7 -13
  127. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  128. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +2 -8
  129. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +5 -5
  130. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  131. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +10 -10
  132. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +12 -0
  133. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
  134. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +22 -0
  135. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts +4 -4
  136. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
  137. package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +50 -13
  138. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts +6 -0
  139. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.d.ts.map +1 -1
  140. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP.js +7 -0
  141. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.d.ts +13 -0
  142. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.d.ts.map +1 -0
  143. package/src/shade/renderer/global_illumination/probe_clipmap/probe/PROBE_CLIPMAP_RESAMPLING.js +13 -0
  144. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts +17 -0
  145. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.d.ts.map +1 -1
  146. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap.js +20 -0
  147. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +5 -15
  148. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +1 -1
  149. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +6 -34
  150. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.d.ts +18 -0
  151. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.d.ts.map +1 -0
  152. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_resampled.js +42 -0
  153. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.d.ts.map +1 -1
  154. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_sample_radiance.js +5 -4
  155. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts +4 -0
  156. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.d.ts.map +1 -1
  157. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_accumulate.js +13 -2
  158. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.d.ts +52 -0
  159. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.d.ts.map +1 -0
  160. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_resample.js +250 -0
  161. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.d.ts.map +1 -1
  162. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_shade.js +1 -7
  163. package/src/shade/renderer/hiz/HZBFootprint.d.ts +14 -0
  164. package/src/shade/renderer/hiz/HZBFootprint.d.ts.map +1 -0
  165. package/src/shade/renderer/hiz/HZBFootprint.js +16 -0
  166. package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.d.ts +10 -0
  167. package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.d.ts.map +1 -0
  168. package/src/shade/renderer/hiz/HZB_FOOTPRINT_X.js +11 -0
  169. package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.d.ts +10 -0
  170. package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.d.ts.map +1 -0
  171. package/src/shade/renderer/hiz/HZB_FOOTPRINT_Y.js +11 -0
  172. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +0 -7
  173. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
  174. package/src/shade/renderer/hiz/HierarchicalZBuffer.js +405 -350
  175. package/src/shade/renderer/hiz/chunk_hzb_footprint_x.d.ts +12 -0
  176. package/src/shade/renderer/hiz/chunk_hzb_footprint_x.d.ts.map +1 -0
  177. package/src/shade/renderer/hiz/chunk_hzb_footprint_x.js +27 -0
  178. package/src/shade/renderer/hiz/chunk_hzb_footprint_y.d.ts +12 -0
  179. package/src/shade/renderer/hiz/chunk_hzb_footprint_y.d.ts.map +1 -0
  180. package/src/shade/renderer/hiz/chunk_hzb_footprint_y.js +27 -0
  181. package/src/shade/renderer/hiz/hzb_footprint_texels.d.ts +14 -0
  182. package/src/shade/renderer/hiz/hzb_footprint_texels.d.ts.map +1 -0
  183. package/src/shade/renderer/hiz/hzb_footprint_texels.js +34 -0
  184. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +0 -5
  185. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
  186. package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +37 -57
  187. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0.d.ts +11 -0
  188. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0.d.ts.map +1 -0
  189. package/src/shade/renderer/hiz/{shader_hzb_reduce_mip0_clip.js → shader_hzb_reduce_mip0.js} +120 -111
  190. package/src/shade/renderer/light/environment/environment_level_1_blur_plan.d.ts +39 -0
  191. package/src/shade/renderer/light/environment/environment_level_1_blur_plan.d.ts.map +1 -0
  192. package/src/shade/renderer/light/environment/environment_level_1_blur_plan.js +119 -0
  193. package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts +15 -7
  194. package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
  195. package/src/shade/renderer/light/environment/execute_filter_environment_map.js +66 -83
  196. package/src/shade/renderer/light/environment/graph_filter_environment_map.d.ts.map +1 -1
  197. package/src/shade/renderer/light/environment/graph_filter_environment_map.js +15 -6
  198. package/src/shade/renderer/light/environment/shader_blur_environment_map.d.ts +3 -0
  199. package/src/shade/renderer/light/environment/shader_blur_environment_map.d.ts.map +1 -0
  200. package/src/shade/renderer/light/environment/shader_blur_environment_map.js +111 -0
  201. package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.d.ts +3 -0
  202. package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.d.ts.map +1 -0
  203. package/src/shade/renderer/light/environment/shader_convolve_reflection_map_from_blurred.js +128 -0
  204. package/src/shade/renderer/light/environment/shader_downsample_environment_map.d.ts.map +1 -1
  205. package/src/shade/renderer/light/environment/shader_downsample_environment_map.js +0 -1
  206. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  207. package/src/shade/renderer/material/GPUMaterialManager.d.ts +7 -0
  208. package/src/shade/renderer/material/GPUMaterialManager.d.ts.map +1 -1
  209. package/src/shade/renderer/material/GPUMaterialManager.js +11 -0
  210. package/src/shade/renderer/material/resident/GPUResidentMaterialContext.d.ts +12 -12
  211. package/src/shade/renderer/material/resident/GPUResidentMaterialContext.d.ts.map +1 -1
  212. package/src/shade/renderer/material/resident/GPUResidentMaterialContext.js +17 -118
  213. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -3
  214. package/src/shade/renderer/postprocess/nss/NSS.d.ts.map +1 -1
  215. package/src/shade/renderer/postprocess/nss/NSS.js +1 -3
  216. package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.d.ts +5 -6
  217. package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.d.ts.map +1 -1
  218. package/src/shade/renderer/postprocess/nss/NSS_NETWORK_SCHEMA.js +9 -10
  219. package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.d.ts.map +1 -1
  220. package/src/shade/renderer/postprocess/nss/shader_nss_extract_feedback.js +48 -49
  221. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.d.ts.map +1 -1
  222. package/src/shade/renderer/postprocess/nss/shader_nss_postprocess.js +12 -16
  223. package/src/shade/renderer/postprocess/nss/shader_nss_preprocess.js +246 -246
  224. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts +1 -2
  225. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.d.ts.map +1 -1
  226. package/src/shade/renderer/rasterize/chunk_triangle_winding_is_reversed.js +34 -35
  227. package/src/shade/renderer/shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.d.ts +2 -2
  228. package/src/shade/renderer/shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.js +2 -2
  229. package/src/shade/renderer/shader/chunk/atmosphere/chunk_compute_extinction.js +1 -1
  230. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +1 -1
  231. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +1 -1
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@@ -1,159 +0,0 @@
1
- # Multiple-scattering specular compensation
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-
3
- Single-scattering GGX loses the light that bounces between microfacets more than once, and it loses the most
4
- on rough metals: a white metal at roughness 1 reflects 0.31 of a uniform sky (1 − ln 2 at N·V = 1). Both
5
- paths now restore it with Turquin's compensation (2019, eq. 16), from the split-sum LUT `tSplitSum`:
6
-
7
- - **Indirect**, `compute_indirect_specular` → `compute_multiscattering_specular`, as before.
8
- - **Direct**, `re_direct_multiscatter`: one LUT fetch per pass that shades direct light, after its last
9
- light, scales the accumulated direct specular by (single + multiple) / single scattering. The ratio
10
- depends on N·V, roughness and F0 alone, so it serves every light. It is called by
11
- `shade_standard_material_direct` (the deferred and the forward paths), its ReSTIR twin, and
12
- `restir_resolve`, so a ReSTIR pixel fetches twice (its directional lights, then its resampled light);
13
- that cost is not measured. Not by the ReSTIR target function: that is a resampling weight, and the
14
- compensation is a per-pixel scale of one lobe.
15
-
16
- It uses the material's roughness, not the roughness a sphere light widens it to in `re_direct_physical`.
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-
18
- The same call scales the direct diffuse by what the dielectric's specular leaves, from the same fetch; see
19
- [Direct diffuse under the specular](#direct-diffuse-under-the-specular).
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-
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- ## Why GI does not already cover it
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-
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- The indirect path's compensation scales the environment's light. The sun and local lights reach a pixel
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- only through `re_direct_physical`, a separate additive pass. Measured in the Sponza playground with its
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- shipped sun (intensity 7.2) and default IBL environment, the G-buffer read as rough gold
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- (F0 1.0, 0.766, 0.336) in both the deferred pass and the indirect resolve, each pass replayed into cleared
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- targets so that each pass's own contribution is measured. Means over shaded pixels, linear:
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-
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- | view | roughness | direct red, before → after | indirect red | direct share | luminance lost before |
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- |---|---|---|---|---|---|
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- | sunlit exterior | 0.8 | 0.734 → 1.193 | 0.577 | 64% | 22% (26% in red) |
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- | sunlit exterior | 0.5 | 0.939 → 1.063 | 0.576 | 61% | 6% |
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- | shaded atrium | 0.8 | 0.013 → 0.022 | 1.170 | 2% | 0.6% |
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-
35
- Where the sun does not reach, GI dominates and the loss was already compensated. On sunlit rough metal,
36
- direct light is most of the pixel. Dielectrics barely move: Turquin's scale at F0 0.04 is at most 1.09.
37
-
38
- ## Metalness
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-
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- Turquin's Fms = F0 makes the term quadratic in F0; metalness blends a dielectric F0 and a metal F0
41
- linearly. Evaluated at the blend, the term falls short by Kms · A · m(1 − m)(F0_metal − F0_dielectric)², so
42
- `compute_multiscattering_specular` takes both pure F0s (`specularF0_dielectric` and `specularF0_metal` on
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- `MaterialShadingInfo`) and adds that back, written as a product that needs no metalness. EEVEE, Frostbite
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- and three.js (#32190) evaluate the two separately and mix. For the albedo this is the same sum: exactly so
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- in the indirect path, and in the direct path summed over a sky. Per light it is not, because the direct
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- path applies the sum as one per-pixel ratio to the blend's lobe: under one directional light, a white
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- surface at metalness 0.5 comes out −1.8% to +7.8% of the separately evaluated mix (worst at roughness 1,
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- N·V 0.2, the light in the mirror direction). The blended F0 it replaced was up to 30% short there (roughness
49
- 1, N·V 0.9, lit from beside the viewer).
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-
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- The indirect diffuse sits under the dielectric part only, so it keeps what the *dielectric's* specular
52
- leaves, not the blend's: the blend's also subtracted the metal's reflection, which the `1 − metalness` in
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- `diffuse` had already removed.
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-
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- Measured against applying the term at the blended F0 (`deferred/white_furnace.spec.js`, white base,
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- metalness 0.5): the direct specular came up to 0.157 of the sky short, the indirect resolve up to 0.33.
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- Split, the direct is within 0.0028 of the blend and the indirect is the blend to one f32 ulp.
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-
59
- ## Direct diffuse under the specular
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-
61
- `re_direct_physical` adds the EON diffuse on top of the GGX specular, and the light the specular reflected reached
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- the diffuse as well: under a uniform sky a white dielectric returned 1.01 – 1.40 of it through direct light, the
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- most at low roughness and grazing view. `re_direct_multiscatter` now scales the accumulated direct diffuse by
64
- 1 − the dielectric's specular albedo at N·V: `compute_multiscattering_specular` at `specularF0_dielectric`, on the
65
- `f_ab` it already fetched. That is the indirect path's factor, "albedo scaling"; UE 5.4 does the same for direct
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- light (`ComputeEnergyPreservation`, by luminance: always under Substrate, in legacy shading only with the project's
67
- energy-conservation setting on), as do EEVEE Next (by the RGB maximum) and OpenPBR / MaterialX
68
- (`throughput = 1 − dirAlbedo`). Filament leaves direct diffuse uncoupled (a TODO in
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- `surface_shading_model_standard.fs`); three.js since #33985 scales it per light by 1 − F(V·H).
70
-
71
- The candidates, measured through `shader_deferred_main` on a white dielectric (roughness 0.26 – 0.99, N·V 0.10 –
72
- 0.99, the spec's grid), and their cost on "Shade From G-Buffer" in Sponza (RTX 4090, 1898 × 982, inside the
73
- atrium, 16 unshadowed point lights added so that a per-light term shows; with the one sun all were within noise).
74
- The furnace is to ±0.005, the sky sampled coarsely; under a finer one the taken coupling reads 0.932 – 1.000 and
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- Kulla–Conty's at most 1.002. These were measured with the direct lobe on F_Hauber and the LUT on Schlick's fourth
76
- power; with both on Schlick's fifth (`brdf/FRESNEL_BRIEF_2026_10_16.md`) the LUT's dielectric albedo is the direct
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- lobe's own and the taken coupling reads 1.000 – 1.001 under the spec's sky:
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-
79
- | coupling | furnace | cost, 16 point lights |
80
- |---|---|---|
81
- | none (before) | 1.01 – 1.40 | 427.6 µs |
82
- | 1 − E(N·V), per pixel (taken) | 0.93 – 1.00 | +0.1 – 0.2% (copy twin 0.998 – 1.002) |
83
- | 1 − F(V·H), per light (three.js) | 0.97 – 1.34 | +1.3% |
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- | Kulla–Conty, (1 − E(N·L))(1 − E(N·V)) / (1 − E_avg), per light | 0.93 – 1.00 | +1.5% |
85
- | the same without 1 / (1 − E_avg) | 0.86 – 0.98 | |
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-
87
- Per light, the Fresnel at V·H does not hold the furnace at grazing view. Kulla–Conty's does, is reciprocal, and adds
88
- the light's side of the interface, at a `tSplitSum` fetch per light, an E_avg it would need from a fit or a third
89
- LUT channel, and `tSplitSum` in the two ReSTIR passes that reach `re_direct_physical` through the target function
90
- (resample, whose candidates and temporal reuse call it, and spatial reuse).
91
-
92
- The ReSTIR target function stays uncoupled: it is a resampling weight, and the coupling is a per-pixel scale.
93
-
94
- Shipped: "Shade From G-Buffer" 80.2 against 80.2 µs and 88.6 against 87.8 µs without the coupling's line (Sponza
95
- with its sun, the views above; copy twin 0.991 – 1.010), and the pass's mean output 3% lower. On a grid of
96
- dielectric spheres under a sun, the change is at the lit rims and falls with roughness.
97
-
98
- ## What the furnace holds
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-
100
- `deferred/white_furnace.spec.js` lights one texel through the real passes: `shader_deferred_main` (a
101
- uniform sky as directional lights from GGX visible-normal sampling, with cosine samples beside them where a
102
- diffuse is lit, or one point light through the cluster) and `shader_resolve_indirect_lighting`. It holds:
103
-
104
- 1. a white metal's direct light is the sky, to the sampling and the LUT's error (0.32 – 0.99 before the
105
- compensation, 0.93 – 1.00 while the direct lobe was F_Hauber, whose dip the LUT did not hold, 0.997 – 1.000
106
- now);
107
- 2. the direct specular at any metalness is the blend of the pure dielectric's and the pure metal's, white
108
- and gold, every channel, to 1.3e-5 (0.0028 under F_Hauber's offset);
109
- 3. the indirect resolve is that blend to float rounding (0.67 – 0.90 of the sky at metalness 0.25 – 0.75
110
- before);
111
- 4. for a pure dielectric and a pure gold, the indirect specular is the direct, to the sampling and the LUT's
112
- error (up to 0.068 above it under F_Hauber): this, not the white furnace, is what sees where the LUT is read;
113
- 5. a point light is compensated as a directional light is;
114
- 6. the ReSTIR twin shades its directional lights as the brute-force pass does;
115
- 7. each channel is shaded by its own colour alone;
116
- 8. a white dielectric's direct light is at most the sky (1.01 – 1.40 before, 0.932 – 1.000 with the coupling
117
- under F_Hauber, 1.000 – 1.001 now);
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- 9. a white dielectric's direct and indirect totals agree, to the sampling and the LUT's and EON's errors;
119
- 10. the direct diffuse keeps the share of the sky the indirect diffuse keeps, to EON's own albedo error and
120
- the sampling's, 0.0015: this sees the coupling's strength more sharply than the totals, which carry EON's
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- albedo and the sampling of both lobes as well.
122
-
123
- Every mutant of the adversarial review is killed — the call doubled or moved ahead of the cluster loop, F0
124
- for the variance, the variance's sign or half of it, either path's LUT read with its coordinates swapped or at
125
- roughness², the guard at 1e-1, the diffuse coupled to the blend, a dielectric F0 of 0.08, the term at
126
- 0.5, 0.9, 0.97 or 1.1 of itself, Fms = 1, the diffuse compensated too, a metal F0 of 1 in either path, one
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- channel's ratio for all or none for blue, the ReSTIR twin's call removed — but one: `restir_resolve`'s own
128
- call. That pass needs the ray-tracing group and is not run at this tier.
129
-
130
- So is every mutant of the diffuse coupling: removed, doubled, put on the specular, taken from the blend's albedo,
131
- without the dielectric's multiple scattering, at 0.9, 0.97, 1.03 or 1.1 of itself, at F0 0.08, by F0 alone, with
132
- F90 = 0, by the white lobe's albedo, or read at N·V = 1, with its coordinates swapped, at roughness² or at 0.8 N·V.
133
- The multiple-scattering and ±3% ones die only by item 10.
134
-
135
- What is left on purpose:
136
-
137
- - **The LUT's edge.** Texel centres are (i + 0.5) / 64, so roughness 1 reads 0.992's albedo: 3% at
138
- roughness 1, N·V 1.
139
- - **The resolve's horizon occlusion.** Its bent-normal specular occlusion cuts a lobe reaching under the
140
- horizon even with nothing there: 0.0041 at roughness 0.51, N·V 0.10. The spec divides it out.
141
-
142
- ## Cost
143
-
144
- RTX 4090, Sponza from inside the atrium at 1898 × 982 (every pixel shaded), one sun, "Shade From G-Buffer"
145
- with and without the call, interleaved in one capture (4-frame blocks, alternating order, 4 captures per
146
- view): 79.8 against 74.6 µs and 89.6 against 83.0 µs, +7%, ~0.2% of the frame. A byte-identical twin read
147
- 0.997 – 1.009 of the shipped pass.
148
-
149
- ## Measured and not changed here
150
-
151
- - **The direct diffuse is coupled on the view's side only.** It keeps 1 − E(N·V) whatever the light's
152
- angle, so a smooth dielectric's diffuse under a grazing light is not dimmed by the Fresnel the light meets on
153
- the way in: at roughness 0.26, N·V 0.9, it keeps 0.96 of the uncoupled diffuse at every N·L, where
154
- Kulla–Conty's keeps 0.57 at N·L 0.1 and 1.02 at N·L 1 (within 7% of each other at roughness 0.99). Under a
155
- uniform sky the two agree within 0.007 of it; the cost of Kulla–Conty's is in the section above.
156
- - **Light the LPV injects is single-scattering.** `graph_lpv_shade.js` shades a probe ray's hit with its own
157
- `BRDF_GGX` and (1 − F) diffuse, so in LPV mode a rough metal bounces its uncompensated direct light.
158
- - **The path tracer is single-scattering**, so for rough metals it is not the reference: it reflects what
159
- the rasterizer did before this.
@@ -1,38 +0,0 @@
1
- Alan Wake 2 talk references moment-based OIT, they used it due to simplicity of implementation and integration.
2
-
3
- * https://github.com/fedoriusv/V3DGameEngine/blob/1f3ef7ad93ee023dfb8f00518f40e55a46b68fe4/Engine/Data/Shaders/transparency_mboit.hlsl#L244
4
- * https://github.com/AlicesoftHumika/UnityOIT/blob/612c3c04263acb22980f33fa3cb2d3653ed389ff/Assets/Shader/MBOIT/MomentOIT.hlsli#L123
5
-
6
- ## Numerical guards
7
-
8
- The reference HLSL divides by quantities that legitimately reach zero; the live
9
- 4-power-moment chunk guards its inline quadratic (magnitude clamp on `c[2]`, discriminant
10
- floor, citardauq root recovery), and the unused 6/8-power and trigonometric variants carry
11
- the same treatment so they are safe to wire up later:
12
-
13
- * Deflated-polynomial leading coefficients are clamped through `magnitude_floor` /
14
- `complex_magnitude_floor` at 1e-4 **of the largest lower coefficient** before entering a
15
- root solver. The ratio is a range budget, not a precision limit: the solvers normalize
16
- by the leading coefficient, and normalized coefficients <= ~1e4 keep every solver
17
- intermediate inside f32 range even when the pivot scaling has amplified the whole
18
- vector, while the escaped support point out at ~1e4 carries negligible weight in the
19
- reconstruction.
20
- * Divided-difference denominators (support-point separations) are floored at the same
21
- 1e-4 — coincident support points otherwise produce 0/0 = NaN.
22
- * Solver-internal radicands that are non-negative under the "all real roots" contract are
23
- floored (`safe_sqrt`, or `max(x, 1e-20)` where the root also divides, as in Neumark's
24
- `tmp`) — rounding pushes them across zero near repeated roots.
25
- * `complex_square_root` snaps `|z| < 1e-20` to `(1e-20, 0)`: the unsafe kernel evaluates
26
- `0 * inverseSqrt(0) = NaN` at zero, exactly where a double root lands.
27
- `complex_solve_cubic_blinn` snaps its `cubed_root` the same way (triple root).
28
-
29
- The generate chunks (power and trigonometric) return the fragment's raw contribution as a
30
- struct; summing belongs to additive blending. The reference's quantized-storage variant
31
- (quantize + normalize + offset against the already-accumulated moments, an ROV) is
32
- deliberately not ported — it cannot be expressed through additive blending.
33
-
34
- Specs sit next to the chunks. The division singularities are pinned with exactly-singular
35
- dyadic moment vectors, because the WGSL emulator computes in f64 — inputs must collapse
36
- the leading coefficient to exactly 0.0, not merely near it. The emulator also does not
37
- propagate writes through pointer-to-scalar parameters, which is why the generate chunks
38
- return structs instead of filling scalar out-parameters.
@@ -1,3 +0,0 @@
1
- # L1 YCoCg irradiance encoding
2
-
3
- see ["Exploring Ray-Traced Future in Metro Exodus"](https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9985-exploring-ray-traced-future-in-metro-exodus.pdf)
@@ -1,8 +0,0 @@
1
- Sampling Spherical Harmonics function
2
-
3
- Useful for efficient PDF representation for things like incoming dominant light direction in path tracing
4
-
5
- References:
6
-
7
- * "Importance Sampling Spherical Harmonics" by Wojciech Jarosz et al, EUROGRAPHICS 2009
8
- * https://github.com/mitsuba-renderer/mitsuba/blob/10af06f365886c1b6dd8818e0a3841078a62f283/src/libcore/shvector.cpp#L394