gaussian-splat-lite 1.1.0 → 1.1.1
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.
- package/CHANGELOG.md +22 -1
- package/README.md +3 -2
- package/dist/gaussian-splat-lite.cjs +841 -353
- package/dist/gaussian-splat-lite.cjs.map +1 -1
- package/dist/gaussian-splat-lite.min.cjs +166 -85
- package/dist/gaussian-splat-lite.min.cjs.map +1 -1
- package/dist/gaussian-splat-lite.module.js +841 -353
- package/dist/gaussian-splat-lite.module.js.map +1 -1
- package/dist/gaussian-splat-lite.module.min.js +3558 -3213
- package/dist/gaussian-splat-lite.module.min.js.map +1 -1
- package/dist/types/index.d.cts +1 -1
- package/dist/types/index.d.ts +1 -1
- package/dist/types/rendering/GaussianSplatRenderer.d.cts +9 -7
- package/dist/types/rendering/GaussianSplatRenderer.d.ts +9 -7
- package/dist/types/rendering/SplatDepthPass.d.cts +17 -0
- package/dist/types/rendering/SplatDepthPass.d.ts +17 -0
- package/dist/types/rendering/backend.d.cts +1 -1
- package/dist/types/rendering/backend.d.ts +1 -1
- package/dist/types/rendering/blueNoise.d.cts +3 -0
- package/dist/types/rendering/blueNoise.d.ts +3 -0
- package/dist/types/rendering/tsl/SplatBackend.d.cts +2 -4
- package/dist/types/rendering/tsl/SplatBackend.d.ts +2 -4
- package/dist/types/rendering/tsl/tslCompat.d.cts +1 -5
- package/dist/types/rendering/tsl/tslCompat.d.ts +1 -5
- package/dist/types/rendering/uniforms.d.cts +3 -0
- package/dist/types/rendering/uniforms.d.ts +3 -0
- package/dist/types/rendering/webgl/SplatBackend.d.cts +0 -1
- package/dist/types/rendering/webgl/SplatBackend.d.ts +0 -1
- package/dist/types/rendering/webgl/SplatMaterial.d.cts +4 -0
- package/dist/types/rendering/webgl/SplatMaterial.d.ts +4 -0
- package/dist/types/resolve/StochasticHistory.d.cts +55 -0
- package/dist/types/resolve/StochasticHistory.d.ts +55 -0
- package/dist/types/{rendering → resolve}/StochasticResolvePass.d.cts +23 -22
- package/dist/types/{rendering → resolve}/StochasticResolvePass.d.ts +23 -22
- package/dist/types/resolve/tsl/ResolveMaterial.d.cts +5 -0
- package/dist/types/resolve/tsl/ResolveMaterial.d.ts +5 -0
- package/dist/types/{rendering → resolve}/webgl/ResolveMaterial.d.cts +1 -1
- package/dist/types/{rendering → resolve}/webgl/ResolveMaterial.d.ts +1 -1
- package/docs/GaussianSplatRenderer.md +1 -48
- package/docs/StochasticResolvePass.md +70 -0
- package/package.json +1 -1
- package/dist/types/rendering/tsl/ResolveMaterial.d.cts +0 -4
- package/dist/types/rendering/tsl/ResolveMaterial.d.ts +0 -4
package/CHANGELOG.md
CHANGED
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@@ -7,6 +7,26 @@ and this project follows [Semantic Versioning](https://semver.org/).
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## [Unreleased]
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## [1.1.1] - 2026-09-20
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### Changed
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- The viewer now defaults Stochastic to Off instead of Auto, including when resetting render options.
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- Stochastic color and depth sampling now use a fixed 64×64 spatial blue-noise texture, shifted by stable Splat identity without per-frame noise changes.
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- `StochasticResolvePass` now binds to one `GaussianSplatRenderer` at a time. Pass it to the constructor or assign `pass.splatRenderer` to switch renderers.
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- `StochasticResolvePass.compose()` now supports the currently bound 2D render target, matching its dimensions and writing back color and depth when the target has a depth buffer.
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- `StochasticResolvePass.compose()` now reprojects history during stochastic camera movement, with depth/color rejection and up to 8 valid samples. The first stochastic frame initializes history without an extra scene render. Spatial filtering uses the fixed `SPATIAL_FILTER_SIZE` source constant, defaulting to 4×4. Stationary frames are not accumulated. Set `temporalEnabled = false` for spatial filtering only.
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### Fixed
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- Restored color writes after Splat depth-only rendering on the WebGL fallback, allowing the next frame's color clear to take effect.
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### Removed
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- Removed the public `StochasticResolvePass.resolve()` method and the EffectComposer pass interface (`render()`, `setSize()`, `isPass`, `needsSwap`, `clear`, `renderToScreen`, and the constructor's camera argument/property). Use `compose()` for scene composition; for post-processing, compose into `composer.readBuffer` before calling `composer.render()`.
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- Removed iterable constructor input and `StochasticResolvePass.addSplatRenderer()` / `removeSplatRenderer()`.
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## [1.1.0] - 2026-09-17
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### Highlights
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@@ -348,7 +368,8 @@ and this project follows [Semantic Versioning](https://semver.org/).
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- Initial public release of the Three.js Gaussian Splatting renderer.
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[Unreleased]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.
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[Unreleased]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.1...HEAD
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[1.1.1]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.0...v1.1.1
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[1.1.0]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.0.4...v1.1.0
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[1.0.4]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.0.3...v1.0.4
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[1.0.3]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.0.2...v1.0.3
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package/README.md
CHANGED
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@@ -149,11 +149,12 @@ const streaming = new SogStreamScheduler({
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| `stochastic` | `false` | Always use stochastic rendering for responsive movement, with visible noise |
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| `autoStochastic` | `false` | Use stochastic rendering during movement, then return to sorted rendering with depth |
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Draw order and depth testing in other materials still matter. Stochastic rendering and transparent edges may show noise; [StochasticResolvePass](docs/
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Draw order and depth testing in other materials still matter. Stochastic rendering and transparent edges may show noise; [StochasticResolvePass](docs/StochasticResolvePass.md) can reduce stochastic noise.
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## Documentation
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- [GaussianSplatRenderer](docs/GaussianSplatRenderer.md) — Rendering options, depth,
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- [GaussianSplatRenderer](docs/GaussianSplatRenderer.md) — Rendering options, depth, and captures.
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- [StochasticResolvePass](docs/StochasticResolvePass.md) — Stochastic noise reduction, post-processing, and XR.
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- [SplatMesh](docs/SplatMesh.md) — Loading, transforms, animation, and raycasting.
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- [SplatLoader](docs/SplatLoader.md) — File loading.
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- [RadStreamScheduler](docs/RadStreamScheduler.md) — Large RAD scenes with adaptive detail.
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