gaussian-splat-lite 1.4.0 → 1.4.2

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Files changed (35) hide show
  1. package/CHANGELOG.md +29 -2
  2. package/README.md +3 -6
  3. package/dist/gaussian-splat-lite.cjs +391 -884
  4. package/dist/gaussian-splat-lite.cjs.map +1 -1
  5. package/dist/gaussian-splat-lite.min.cjs +196 -354
  6. package/dist/gaussian-splat-lite.min.cjs.map +1 -1
  7. package/dist/gaussian-splat-lite.module.js +393 -886
  8. package/dist/gaussian-splat-lite.module.js.map +1 -1
  9. package/dist/gaussian-splat-lite.module.min.js +2502 -2887
  10. package/dist/gaussian-splat-lite.module.min.js.map +1 -1
  11. package/dist/types/addons/NeuralDenoiseNode.d.cts +1 -2
  12. package/dist/types/addons/NeuralDenoiseNode.d.ts +1 -2
  13. package/dist/types/addons/NeuralDenoiseXR.d.cts +31 -0
  14. package/dist/types/addons/NeuralDenoiseXR.d.ts +31 -0
  15. package/dist/types/addons/neuralDenoiseState.d.cts +22 -0
  16. package/dist/types/addons/neuralDenoiseState.d.ts +22 -0
  17. package/dist/types/addons/neuralDenoiseWeights.d.cts +23 -2
  18. package/dist/types/addons/neuralDenoiseWeights.d.ts +23 -2
  19. package/dist/types/index.d.cts +1 -2
  20. package/dist/types/index.d.ts +1 -2
  21. package/dist/types/rendering/GaussianSplatRenderer.d.cts +1 -1
  22. package/dist/types/rendering/GaussianSplatRenderer.d.ts +1 -1
  23. package/dist/types/rendering/SplatGeometry.d.cts +2 -2
  24. package/dist/types/rendering/SplatGeometry.d.ts +2 -2
  25. package/docs/GaussianSplatRenderer.md +2 -2
  26. package/docs/NeuralDenoiseNode.md +32 -13
  27. package/docs/StochasticRendering.md +20 -42
  28. package/package.json +1 -1
  29. package/dist/types/addons/TAANode.d.cts +0 -49
  30. package/dist/types/addons/TAANode.d.ts +0 -49
  31. package/dist/types/addons/TAAPass.d.cts +0 -57
  32. package/dist/types/addons/TAAPass.d.ts +0 -57
  33. package/dist/types/addons/taaShared.d.cts +0 -74
  34. package/dist/types/addons/taaShared.d.ts +0 -74
  35. package/docs/TAAPass.md +0 -184
package/CHANGELOG.md CHANGED
@@ -7,6 +7,31 @@ and this project follows [Semantic Versioning](https://semver.org/).
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  ## [Unreleased]
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+ ## [1.4.2] - 2026-10-24
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+ ### Changed
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+ - Stochastic rendering now uses one triangle per Splat instead of a quad, reducing vertex and triangle counts on WebGL, WebGPU, and the WebGL2 fallback.
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+ - Neural denoising's `"quality"` mode no longer develops a worm-like pattern on fine detail during slow camera movement; detail there is slightly softer.
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+ ## [1.4.1] - 2026-10-24
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+ ### Added
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+ - 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).
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+ ### Changed
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+ - 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.
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+ ### Removed
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+ - 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).
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+ ### Fixed
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+ - On `WebGPURenderer`'s WebGL2 backend, the neural denoiser's `depthTexture` stopped updating after a resize.
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  ## [1.4.0] - 2026-10-21
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  ### Added
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  ### Changed
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  - The default `minAlpha` is now `1 / 255` instead of `0.5 / 255`. Set `minAlpha: 0.5 / 255` to keep the previous look.
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- - `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).
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+ - `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.
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  ### Removed
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@@ -635,7 +660,9 @@ 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/v1.4.0...HEAD
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+ [Unreleased]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.4.2...HEAD
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+ [1.4.2]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.4.1...v1.4.2
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+ [1.4.1]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.4.0...v1.4.1
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  [1.4.0]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.3.2...v1.4.0
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  [1.3.2]: https://github.com/WilliamLiu-1997/Gaussian-Splat-Lite/compare/v1.3.1...v1.3.2
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  [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
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  | --- | --- |
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  | **WebGPU / WebGL2** | Use the same Three.js scene API with either renderer |
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  | **Large-scene streaming** | Load RAD and SOG detail as the camera moves, with smooth transitions |
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- | **Stochastic rendering** | Optional transparency mode, with built-in temporal anti-aliasing or an experimental neural denoiser to smooth it |
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+ | **Stochastic rendering** | Optional transparency mode, with an experimental neural denoiser to smooth it |
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  | **Offscreen capture** | Render Splats to images, cube maps, and environment maps for reflections |
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  | **SDF edits** | Recolor or hide parts of a model without moving Splats |
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  | **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:
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  splatRenderer.stochastic = true;
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  ```
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- 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.
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+ 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.
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  ## Streaming large scenes
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  - [GaussianSplatRenderer](docs/GaussianSplatRenderer.md) — Rendering options, sorting, and on-demand rendering.
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  - [Stochastic rendering](docs/StochasticRendering.md) — The optional transparency mode and how to smooth its noise.
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- - [TAAPass and TAANode](docs/TAAPass.md) — Temporal anti-aliasing for WebGLRenderer and WebGPURenderer.
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- - [NeuralDenoiseNode and NeuralDenoisePass (Experimental)](docs/NeuralDenoiseNode.md) — Neural denoising on WebGPU and WebGL2, for scenes with moving objects.
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+ - [Neural denoising (Experimental)](docs/NeuralDenoiseNode.md) — Neural denoising on WebGPU and WebGL2, including per-eye WebXR rendering with `NeuralDenoiseXR`.
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  - [SplatCapture](docs/SplatCapture.md) — Offscreen images, pixel readback, cube maps, and environment maps.
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  **Models**
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  Gaussian Splat Lite uses [Spark](https://github.com/sparkjsdev/spark) and [SuperSplat](https://github.com/playcanvas/supersplat) as reference implementations.
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- Example model adapted from [shehabmekky](https://superspl.at/scene/c1e6297e) ([CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)).
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  ## License
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  Licensed under [Apache 2.0](LICENSE). See [NOTICE](NOTICE) and [third-party licenses](THIRD_PARTY_LICENSES.md) for attribution.