gaussian-splat-lite 1.1.6 → 1.1.7

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package/CHANGELOG.md CHANGED
@@ -7,6 +7,12 @@ and this project follows [Semantic Versioning](https://semver.org/).
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  ## [Unreleased]
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+ ## [1.1.7] - 2026-09-27
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+
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+ ### Fixed
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+ - Removed the constant directional drift of stochastic noise under TAA by reordering temporal blue-noise offsets across all rendering backends.
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+
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  ## [1.1.6] - 2026-09-27
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  ### Changed
@@ -420,7 +426,8 @@ 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/v1.1.6...HEAD
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+ [Unreleased]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.7...HEAD
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+ [1.1.7]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.6...v1.1.7
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  [1.1.6]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.5...v1.1.6
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  [1.1.5]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.4...v1.1.5
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  [1.1.4]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.1.3...v1.1.4
@@ -29814,7 +29814,8 @@ function createWebGLTAAPipeline(renderer, scene, camera, sample2, renderSize, is
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  }
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  };
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  }
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- const SAMPLES = 8;
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+ const NOISE_PHASES = [0, 4, 1, 6, 2, 7, 3, 5];
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+ const SAMPLES = NOISE_PHASES.length;
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  function halton(index2, base) {
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  let result = 0;
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  let fraction = 1;
@@ -29991,6 +29992,7 @@ class StochasticTAAPass {
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  const xrEnabled = renderer.xr.enabled;
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  const autoClear = renderer.autoClear;
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  const index2 = this.frame % SAMPLES;
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+ const noisePhase = NOISE_PHASES[index2];
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  try {
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  renderer.xr.enabled = false;
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  for (const view of this.views) {
@@ -29998,8 +30000,8 @@ class StochasticTAAPass {
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  sample2.set(
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  2 * (halton(index2 + 1, 2) - 0.5) / size.x,
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  2 * (halton(index2 + 1, 3) - 0.5) / size.y,
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- index2 * 17 % 32,
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- index2 * 29 % 32
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+ noisePhase * 17 % 32,
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+ noisePhase * 29 % 32
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  );
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  if (!stochastic) sample2.set(0, 0, 0, 0);
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  this.splatRenderer[stochasticTemporalSample](sample2);