gaussian-splat-lite 1.1.6 → 1.1.7
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 +8 -1
- package/dist/gaussian-splat-lite.cjs +5 -3
- package/dist/gaussian-splat-lite.cjs.map +1 -1
- package/dist/gaussian-splat-lite.min.cjs +23 -23
- package/dist/gaussian-splat-lite.min.cjs.map +1 -1
- package/dist/gaussian-splat-lite.module.js +5 -3
- package/dist/gaussian-splat-lite.module.js.map +1 -1
- package/dist/gaussian-splat-lite.module.min.js +679 -679
- package/dist/gaussian-splat-lite.module.min.js.map +1 -1
- package/package.json +1 -1
package/CHANGELOG.md
CHANGED
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@@ -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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### 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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## [1.1.6] - 2026-09-27
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### Changed
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@@ -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.
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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
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@@ -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
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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;
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@@ -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) {
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@@ -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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-
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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);
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