gaussian-splat-lite 1.1.0 → 1.1.1

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Files changed (43) hide show
  1. package/CHANGELOG.md +22 -1
  2. package/README.md +3 -2
  3. package/dist/gaussian-splat-lite.cjs +841 -353
  4. package/dist/gaussian-splat-lite.cjs.map +1 -1
  5. package/dist/gaussian-splat-lite.min.cjs +166 -85
  6. package/dist/gaussian-splat-lite.min.cjs.map +1 -1
  7. package/dist/gaussian-splat-lite.module.js +841 -353
  8. package/dist/gaussian-splat-lite.module.js.map +1 -1
  9. package/dist/gaussian-splat-lite.module.min.js +3558 -3213
  10. package/dist/gaussian-splat-lite.module.min.js.map +1 -1
  11. package/dist/types/index.d.cts +1 -1
  12. package/dist/types/index.d.ts +1 -1
  13. package/dist/types/rendering/GaussianSplatRenderer.d.cts +9 -7
  14. package/dist/types/rendering/GaussianSplatRenderer.d.ts +9 -7
  15. package/dist/types/rendering/SplatDepthPass.d.cts +17 -0
  16. package/dist/types/rendering/SplatDepthPass.d.ts +17 -0
  17. package/dist/types/rendering/backend.d.cts +1 -1
  18. package/dist/types/rendering/backend.d.ts +1 -1
  19. package/dist/types/rendering/blueNoise.d.cts +3 -0
  20. package/dist/types/rendering/blueNoise.d.ts +3 -0
  21. package/dist/types/rendering/tsl/SplatBackend.d.cts +2 -4
  22. package/dist/types/rendering/tsl/SplatBackend.d.ts +2 -4
  23. package/dist/types/rendering/tsl/tslCompat.d.cts +1 -5
  24. package/dist/types/rendering/tsl/tslCompat.d.ts +1 -5
  25. package/dist/types/rendering/uniforms.d.cts +3 -0
  26. package/dist/types/rendering/uniforms.d.ts +3 -0
  27. package/dist/types/rendering/webgl/SplatBackend.d.cts +0 -1
  28. package/dist/types/rendering/webgl/SplatBackend.d.ts +0 -1
  29. package/dist/types/rendering/webgl/SplatMaterial.d.cts +4 -0
  30. package/dist/types/rendering/webgl/SplatMaterial.d.ts +4 -0
  31. package/dist/types/resolve/StochasticHistory.d.cts +55 -0
  32. package/dist/types/resolve/StochasticHistory.d.ts +55 -0
  33. package/dist/types/{rendering → resolve}/StochasticResolvePass.d.cts +23 -22
  34. package/dist/types/{rendering → resolve}/StochasticResolvePass.d.ts +23 -22
  35. package/dist/types/resolve/tsl/ResolveMaterial.d.cts +5 -0
  36. package/dist/types/resolve/tsl/ResolveMaterial.d.ts +5 -0
  37. package/dist/types/{rendering → resolve}/webgl/ResolveMaterial.d.cts +1 -1
  38. package/dist/types/{rendering → resolve}/webgl/ResolveMaterial.d.ts +1 -1
  39. package/docs/GaussianSplatRenderer.md +1 -48
  40. package/docs/StochasticResolvePass.md +70 -0
  41. package/package.json +1 -1
  42. package/dist/types/rendering/tsl/ResolveMaterial.d.cts +0 -4
  43. package/dist/types/rendering/tsl/ResolveMaterial.d.ts +0 -4
package/CHANGELOG.md CHANGED
@@ -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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+
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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
@@ -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/v1.1.0...HEAD
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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
package/README.md CHANGED
@@ -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/GaussianSplatRenderer.md#stochastic-resolve) can reduce stochastic noise.
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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, noise reduction, captures, and XR.
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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.