gaussian-splat-lite 1.4.0 → 1.4.1

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 CHANGED
@@ -7,6 +7,24 @@ and this project follows [Semantic Versioning](https://semver.org/).
7
7
 
8
8
  ## [Unreleased]
9
9
 
10
+ ## [1.4.1] - 2026-10-24
11
+
12
+ ### Added
13
+
14
+ - Added experimental `NeuralDenoiseXR` for per-eye neural denoising in WebXR with `WebGLRenderer` and `WebGPURenderer`, including its WebGL2 fallback. See [Neural denoising](docs/NeuralDenoiseNode.md#webxr).
15
+
16
+ ### Changed
17
+
18
+ - Neural denoising reduces noise and flicker on moving objects, including moving Splats. Both modes also use less GPU time while the camera moves. During camera movement, `"quality"` adds smoothing with slightly softer detail, while `"performance"` preserves more fine detail at slow speeds.
19
+
20
+ ### Removed
21
+
22
+ - Removed `TAANode`, `TAAPass`, and the viewer's TAA option. Use `NeuralDenoiseNode` with `WebGPURenderer`, `NeuralDenoisePass` with `WebGLRenderer`, or `NeuralDenoiseXR` for WebXR. See [Neural denoising](docs/NeuralDenoiseNode.md).
23
+
24
+ ### Fixed
25
+
26
+ - On `WebGPURenderer`'s WebGL2 backend, the neural denoiser's `depthTexture` stopped updating after a resize.
27
+
10
28
  ## [1.4.0] - 2026-10-21
11
29
 
12
30
  ### Added
@@ -119,7 +137,7 @@ and this project follows [Semantic Versioning](https://semver.org/).
119
137
  ### Changed
120
138
 
121
139
  - The default `minAlpha` is now `1 / 255` instead of `0.5 / 255`. Set `minAlpha: 0.5 / 255` to keep the previous look.
122
- - `TAAPass` is now used through `EffectComposer` with a final Three.js `OutputPass`; calling `taa.render(renderer)` on its own is no longer supported. Bloom and other effects go between the two passes without extra settings. Splat colors still match direct canvas rendering. `OutputPass` applies the renderer's tone mapping to the whole image, Splats included. See [TAAPass and TAANode](docs/TAAPass.md).
140
+ - `TAAPass` is now used through `EffectComposer` with a final Three.js `OutputPass`; calling `taa.render(renderer)` on its own is no longer supported. Bloom and other effects go between the two passes without extra settings. Splat colors still match direct canvas rendering. `OutputPass` applies the renderer's tone mapping to the whole image, Splats included.
123
141
 
124
142
  ### Removed
125
143
 
@@ -635,7 +653,8 @@ and this project follows [Semantic Versioning](https://semver.org/).
635
653
 
636
654
  - Initial public release of the Three.js Gaussian Splatting renderer.
637
655
 
638
- [Unreleased]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.4.0...HEAD
656
+ [Unreleased]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.4.1...HEAD
657
+ [1.4.1]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.4.0...v1.4.1
639
658
  [1.4.0]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.3.2...v1.4.0
640
659
  [1.3.2]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.3.1...v1.3.2
641
660
  [1.3.1]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.3.0...v1.3.1
package/README.md CHANGED
@@ -30,7 +30,7 @@ High performance 3D Gaussian Splatting (3DGS) renderer for **Three.js** with **W
30
30
  | --- | --- |
31
31
  | **WebGPU / WebGL2** | Use the same Three.js scene API with either renderer |
32
32
  | **Large-scene streaming** | Load RAD and SOG detail as the camera moves, with smooth transitions |
33
- | **Stochastic rendering** | Optional transparency mode, with built-in temporal anti-aliasing or an experimental neural denoiser to smooth it |
33
+ | **Stochastic rendering** | Optional transparency mode, with an experimental neural denoiser to smooth it |
34
34
  | **Offscreen capture** | Render Splats to images, cube maps, and environment maps for reflections |
35
35
  | **SDF edits** | Recolor or hide parts of a model without moving Splats |
36
36
  | **Data and precision** | Load URLs, files, or bytes; place local models in large GIS/ECEF scenes |
@@ -108,7 +108,7 @@ Sorted alpha blending is the default. To enable stochastic rendering:
108
108
  splatRenderer.stochastic = true;
109
109
  ```
110
110
 
111
- This mode produces visible noise. Smooth it with [temporal anti-aliasing](docs/TAAPass.md), or use the [experimental neural denoiser](docs/NeuralDenoiseNode.md) to help reduce trails behind moving objects. Both support WebGPU and WebGL2. See [Stochastic rendering](docs/StochasticRendering.md) for setup and requirements.
111
+ This mode produces visible noise. Smooth it with the [experimental neural denoiser](docs/NeuralDenoiseNode.md), which supports WebGPU and WebGL2, including WebXR. See [Stochastic rendering](docs/StochasticRendering.md) for setup and requirements.
112
112
 
113
113
  ## Streaming large scenes
114
114
 
@@ -160,8 +160,7 @@ const streaming = new SogStreamScheduler({
160
160
 
161
161
  - [GaussianSplatRenderer](docs/GaussianSplatRenderer.md) — Rendering options, sorting, and on-demand rendering.
162
162
  - [Stochastic rendering](docs/StochasticRendering.md) — The optional transparency mode and how to smooth its noise.
163
- - [TAAPass and TAANode](docs/TAAPass.md) — Temporal anti-aliasing for WebGLRenderer and WebGPURenderer.
164
- - [NeuralDenoiseNode and NeuralDenoisePass (Experimental)](docs/NeuralDenoiseNode.md) — Neural denoising on WebGPU and WebGL2, for scenes with moving objects.
163
+ - [Neural denoising (Experimental)](docs/NeuralDenoiseNode.md) — Neural denoising on WebGPU and WebGL2, including per-eye WebXR rendering with `NeuralDenoiseXR`.
165
164
  - [SplatCapture](docs/SplatCapture.md) — Offscreen images, pixel readback, cube maps, and environment maps.
166
165
 
167
166
  **Models**
@@ -197,8 +196,6 @@ See [Contributing](CONTRIBUTING.md#validation) for validation commands. `npm run
197
196
 
198
197
  Gaussian Splat Lite uses [Spark](https://github.com/sparkjsdev/spark) and [SuperSplat](https://github.com/playcanvas/supersplat) as reference implementations.
199
198
 
200
- Example model adapted from [shehabmekky](https://superspl.at/scene/c1e6297e) ([CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)).
201
-
202
199
  ## License
203
200
 
204
201
  Licensed under [Apache 2.0](LICENSE). See [NOTICE](NOTICE) and [third-party licenses](THIRD_PARTY_LICENSES.md) for attribution.