rayzee 7.22.2 → 7.22.4

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/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "rayzee",
3
- "version": "7.22.2",
3
+ "version": "7.22.4",
4
4
  "type": "module",
5
5
  "description": "Real-time WebGPU path tracing engine built on Three.js",
6
6
  "main": "dist/rayzee.umd.js",
@@ -93,24 +93,31 @@ export const ENGINE_DEFAULTS = {
93
93
 
94
94
  // Adaptive sampling (Blender-style): stop the frame once enough pixels drop below the noise threshold.
95
95
  useAdaptiveSampling: true,
96
- noiseThreshold: 0.02, // √-luminance-normalized per-pixel noise below which a pixel is converged
96
+ // √-luminance-normalized per-pixel noise below which a pixel counts as converged. Base tracks the
97
+ // interactive tier — that is what a freshly booted engine renders before configureForMode runs.
98
+ noiseThreshold: 0.1,
97
99
  adaptiveMinSamples: 8, // min samples before adaptive sampling can trigger
98
- adaptiveStopFraction: 0.95, // retire the frame once this fraction of pixels has converged
100
+ // Fraction of pixels that must pass the 3×3-eroded convergence count before the frame retires; the
101
+ // geometry-only fraction has to clear the same bar (PathTracer._isConvergedComplete).
102
+ // ENGINE-INTERNAL: a calibration constant rather than a quality dial — it only means anything against
103
+ // those two counts. configureForMode supplies the per-tier value.
104
+ adaptiveStopFraction: 0.90,
99
105
  // Per-pixel freeze: skip tracing pixels that individually converged (noise threshold only — no dark floor,
100
106
  // which would bake dim regions too dark). Naturally engages only on static/idle views.
107
+ // Set together with useAdaptiveSampling by the single UI switch — two tiers of one feature.
101
108
  usePixelFreeze: true,
102
- pixelFreezeThreshold: 0.02, // per-pixel noise below which a pixel becomes a freeze candidate
103
- pixelFreezeStability: 8, // consecutive candidate frames before a pixel freezes
109
+ // ENGINE-INTERNAL, and not the sibling of noiseThreshold it looks like: freeze bars on plain relErr where
110
+ // the frame test uses the √-normalized error, so the same number is 2-5× stricter here. Deriving it from
111
+ // noiseThreshold was measured and rejected — a pixel frozen before it satisfies the frame test can never
112
+ // satisfy it afterwards, so a looser bar delays the early stop rather than hastening it.
113
+ pixelFreezeThreshold: 0.02,
114
+ pixelFreezeStability: 8, // ENGINE-INTERNAL: consecutive candidate frames before a pixel freezes
115
+ convergenceOverlay: false, // display-only Compositor overlay; never alters the render
104
116
 
105
117
  samplingTechnique: 2,
106
118
  enableEmissiveTriangleSampling: false,
107
119
  emissiveBoost: 1.0,
108
120
 
109
- temporalVarianceWeight: 0.6,
110
- enableEarlyTermination: true,
111
- earlyTerminationThreshold: 0.002,
112
- performanceModeAdaptive: 'medium',
113
-
114
121
  fireflyThreshold: 3.0,
115
122
  // Wavefront material-coherence sort: global counting-sort of entering rays by material before
116
123
  // Shade (material-pure workgroups), under dynamic dispatch. Measured −8% at 1024²/8b. Gated on
@@ -199,9 +206,10 @@ export const MAX_RESERVABLE_RENDER_SIZE = 4096;
199
206
  // Reserved render size: every per-resolution compute StorageTexture + aux buffer is pre-allocated at
200
207
  // this SQUARE size and never resized at runtime (works around three.js StorageTexture-resize bugs —
201
208
  // see TSL/patches history). Render resolution must not exceed it; the engine warns + ignores larger.
202
- // It is a LIVE binding (mutable) so the host can raise it (e.g. for 4K) BEFORE the pipeline/stages are
203
- // constructed via setReservedRenderSize(); consumers read it inside their constructors. Default 2048
204
- // (zero VRAM regression). See docs/internal/specs/wavefront-chunked-pool.md.
209
+ // It is a LIVE binding (mutable) so it can be raised (e.g. for 4K) via setReservedRenderSize(); consumers
210
+ // read it inside their constructors, and stages already built at a lower value are re-initialised in place
211
+ // by PathTracerApp.setReservedRenderResolution() — which is the device-gated API hosts should call, at any
212
+ // point in the lifecycle. Default 2048 (zero VRAM regression). See docs/internal/specs/wavefront-chunked-pool.md.
205
213
  export let MAX_STORAGE_TEXTURE_SIZE = 2048;
206
214
 
207
215
  // Set the reserved render size. MUST be called before pipeline construction (stages pre-allocate at
@@ -598,11 +606,10 @@ export const PRODUCTION_RENDER_CONFIG = {
598
606
  renderMode: 1, enableAlphaShadows: true,
599
607
  enableOIDN: true, oidnQuality: 'balance',
600
608
  interactionModeEnabled: false,
601
- // √-norm convergence reaches a true ~all-converged gate, so stop at 0.98 — Cycles-faithful, leaving
602
- // the unbiased residual for OIDN.
609
+ // 0.94 against the eroded count ≈ the old raw-count 0.98; erosion holds the fraction a few points lower.
603
610
  useAdaptiveSampling: true,
604
- noiseThreshold: 0.1,
605
- adaptiveStopFraction: 0.98,
611
+ noiseThreshold: 0.02,
612
+ adaptiveStopFraction: 0.94,
606
613
  usePixelFreeze: true,
607
614
  };
608
615
 
@@ -614,6 +621,7 @@ export const INTERACTIVE_RENDER_CONFIG = {
614
621
  enableOIDN: false, oidnQuality: 'fast',
615
622
  interactionModeEnabled: true,
616
623
  useAdaptiveSampling: true, // idle refine stops early when converged; frozen during motion
624
+ noiseThreshold: 0.1, // loose: preview wants a fast settle, not a clean one
617
625
  usePixelFreeze: true, // speeds up idle refinement on heavy/high-res views; inert while moving (freeze resets)
618
626
  };
619
627
 
@@ -114,6 +114,8 @@ export class PathTracerApp extends EventDispatcher {
114
114
  // ── Pipeline & stages ──
115
115
  this.pipeline = null;
116
116
 
117
+ this._pendingReservedRenderSize = null;
118
+
117
119
  /**
118
120
  * Named access to all pipeline stages.
119
121
  * Advanced consumers can reach into stages for fine-grained control.
@@ -220,6 +222,7 @@ export class PathTracerApp extends EventDispatcher {
220
222
  async init() {
221
223
 
222
224
  await this._initRenderer();
225
+ this._applyPendingReservedRenderSize();
223
226
  this._initCameraManager();
224
227
  this._initScenes();
225
228
  this._initAssetPipeline();
@@ -1233,34 +1236,53 @@ export class PathTracerApp extends EventDispatcher {
1233
1236
  * is device-capped: 4K reservation (~1.5 GB of MRT textures) is only granted on GPUs with ample VRAM +
1234
1237
  * a large storage-buffer binding limit; weaker devices clamp to 2048.
1235
1238
  *
1236
- * MUST be called before the pipeline/stages are constructed (they pre-allocate at this value and cannot
1237
- * resize). Calling it after init only takes effect on the next full pipeline (re)build.
1239
+ * Callable at any point in the lifecycle:
1240
+ * - before init(): recorded, then applied during init() before the stages are constructed, so they
1241
+ * pre-allocate at the raised size directly. The device gate cannot run until the device exists, so
1242
+ * the value returned here is the request, not the verdict — read getReservedRenderResolution() after
1243
+ * init(), or listen for `reserved_render_size_changed`.
1244
+ * - after init(): applied immediately, re-initialising the reserved GPU storage in place.
1238
1245
  * @param {number} requestedPx desired reserved size (longest edge)
1239
1246
  * @param {Object} [opts]
1240
1247
  * @param {boolean} [opts.allowLower=false] permit lowering, paying a rebuild, to reclaim VRAM
1241
- * @returns {number} the applied reserved size
1248
+ * @returns {number} the applied reserved size (the pending request when called before init)
1242
1249
  */
1243
1250
  setReservedRenderResolution( requestedPx, { allowLower = false } = {} ) {
1244
1251
 
1245
- const limits = this.renderer?.backend?.device?.limits;
1246
- const maxBinding = limits?.maxStorageBufferBindingSize || ( 128 * 1024 * 1024 );
1247
- const deviceMemGB = ( typeof navigator !== 'undefined' && navigator.deviceMemory ) || 4;
1248
- // 4K reserve pins the accum MRT (~1.5 GB) + aux; only grant it on clearly-capable GPUs.
1249
- const deviceSafeMax = ( deviceMemGB >= 8 && maxBinding >= 1024 * 1024 * 1024 )
1250
- ? MAX_RESERVABLE_RENDER_SIZE : 2048;
1251
1252
  const prev = MAX_STORAGE_TEXTURE_SIZE;
1252
1253
 
1253
1254
  // Monotonic up: UI-driven callers request whatever the current view needs, so honouring decreases made
1254
1255
  // the reserve oscillate on every preview↔render switch and paid a full kernel rebuild each time.
1255
1256
  const target = allowLower ? requestedPx : Math.max( requestedPx, prev );
1257
+
1258
+ // No device yet: the gate below has nothing to interrogate and would clamp a 4K-capable GPU to 2048.
1259
+ // init() replays the request once the device exists, still before the stages allocate.
1260
+ if ( ! this.renderer ) {
1261
+
1262
+ this._pendingReservedRenderSize = { requestedPx, allowLower };
1263
+ return Math.max( 256, Math.min( MAX_RESERVABLE_RENDER_SIZE, Math.floor( target ) || 256 ) );
1264
+
1265
+ }
1266
+
1267
+ const limits = this.renderer.backend?.device?.limits;
1268
+ const maxBinding = limits?.maxStorageBufferBindingSize || ( 128 * 1024 * 1024 );
1269
+ const deviceMemGB = ( typeof navigator !== 'undefined' && navigator.deviceMemory ) || 4;
1270
+ // 4K reserve pins the accum MRT (~1.5 GB) + aux; only grant it on clearly-capable GPUs.
1271
+ const deviceSafeMax = ( deviceMemGB >= 8 && maxBinding >= 1024 * 1024 * 1024 )
1272
+ ? MAX_RESERVABLE_RENDER_SIZE : 2048;
1256
1273
  const applied = setReservedRenderSize( Math.min( target, deviceSafeMax ) );
1257
1274
 
1258
- // If the pipeline is already built and the reserved size changed, re-init the reserved GPU storage in
1259
- // place: each stage recreates its pre-allocated StorageTextures at the new size + rebuilds its compute
1260
- // pipelines. Stage OBJECTS, manager refs and event wiring are preserved (so no re-subscription needed);
1261
- // scene geometry buffers are resolution-independent and reused. Rendering is paused across the swap so
1262
- // no in-flight dispatch references a disposed texture.
1263
- if ( applied !== prev && this.stages?.pathTracer?._packedBuffers ) {
1275
+ // Gate the realloc on the textures that EXIST, not on how the binding moved: a raise applied while
1276
+ // nothing was allocated leaves `applied === prev` for every later call, so keying off that let the
1277
+ // first ineffective call poison every effective one after it (issue #9). The path tracer's write MRT
1278
+ // witnesses the reserve the stages were last built at.
1279
+ const allocated = this.stages?.pathTracer?.storageTextures?.writeColor?.image?.width ?? applied;
1280
+
1281
+ // Re-init the reserved GPU storage in place: each stage recreates its pre-allocated StorageTextures at
1282
+ // the new size + rebuilds its compute pipelines. Stage OBJECTS, manager refs and event wiring are
1283
+ // preserved (so no re-subscription needed); scene geometry buffers are resolution-independent and
1284
+ // reused. Rendering is paused across the swap so no in-flight dispatch references a disposed texture.
1285
+ if ( allocated !== applied ) {
1264
1286
 
1265
1287
  const wasPaused = this.pauseRendering;
1266
1288
  this.pauseRendering = true;
@@ -1294,6 +1316,31 @@ export class PathTracerApp extends EventDispatcher {
1294
1316
 
1295
1317
  }
1296
1318
 
1319
+ /**
1320
+ * Replay a setReservedRenderResolution() call made before init(): after the device exists, so the gate is
1321
+ * evaluated against the real GPU, and before _initPipeline() constructs the stages, which read the reserve
1322
+ * in their constructors. The event carries the device's verdict — the only authoritative answer a pre-init
1323
+ * caller can get.
1324
+ */
1325
+ _applyPendingReservedRenderSize() {
1326
+
1327
+ const pending = this._pendingReservedRenderSize;
1328
+ if ( ! pending ) return;
1329
+
1330
+ this._pendingReservedRenderSize = null;
1331
+
1332
+ const applied = this.setReservedRenderResolution( pending.requestedPx, { allowLower: pending.allowLower } );
1333
+
1334
+ if ( applied < pending.requestedPx ) {
1335
+
1336
+ log.warn( `reserved render size ${fmt.n( pending.requestedPx )}px was capped to ${fmt.n( applied )}px by this device's limits — renders above ${fmt.n( applied )}px will be declined.` );
1337
+
1338
+ }
1339
+
1340
+ this.dispatchEvent( { type: 'reserved_render_size_changed', size: applied } );
1341
+
1342
+ }
1343
+
1297
1344
  /**
1298
1345
  * The current reserved (pre-allocated) square render size in px.
1299
1346
  * @returns {number}
@@ -1314,7 +1361,7 @@ export class PathTracerApp extends EventDispatcher {
1314
1361
 
1315
1362
  if ( width > MAX_STORAGE_TEXTURE_SIZE || height > MAX_STORAGE_TEXTURE_SIZE ) {
1316
1363
 
1317
- log.warn( `render resolution ${width}×${height} exceeds the ${MAX_STORAGE_TEXTURE_SIZE}px limit (compute storage textures are pre-allocated at ${MAX_STORAGE_TEXTURE_SIZE}px). Ignoring resize — use a resolution ≤ ${MAX_STORAGE_TEXTURE_SIZE}.` );
1364
+ log.warn( `render resolution ${width}×${height} exceeds the ${MAX_STORAGE_TEXTURE_SIZE}px reserve (compute storage textures are pre-allocated at ${MAX_STORAGE_TEXTURE_SIZE}px). Ignoring resize — raise the reserve with setReservedRenderResolution( ${Math.max( width, height )} ) first, or use a resolution ≤ ${MAX_STORAGE_TEXTURE_SIZE}.` );
1318
1365
  return false;
1319
1366
 
1320
1367
  }
@@ -1360,10 +1407,19 @@ export class PathTracerApp extends EventDispatcher {
1360
1407
 
1361
1408
  }
1362
1409
 
1410
+ /**
1411
+ * Set the render resolution in pixels, applied immediately (unlike the debounced onResize()).
1412
+ * @param {number} width
1413
+ * @param {number} height
1414
+ * @returns {{width: number, height: number}|null} the size now in effect, or null if the request was
1415
+ * declined — zero, or above the reserved render size (raise it with setReservedRenderResolution).
1416
+ * A declined request leaves the previous size in place, so ignoring this return renders at the
1417
+ * wrong resolution with nothing but a warning to show for it.
1418
+ */
1363
1419
  setCanvasSize( width, height ) {
1364
1420
 
1365
- if ( width === 0 || height === 0 ) return;
1366
- if ( ! this._isRenderSizeSupported( width, height ) ) return;
1421
+ if ( width === 0 || height === 0 ) return null;
1422
+ if ( ! this._isRenderSizeSupported( width, height ) ) return null;
1367
1423
 
1368
1424
  this.renderer.setPixelRatio( 1.0 );
1369
1425
  this.renderer.setSize( width, height, false );
@@ -1373,6 +1429,8 @@ export class PathTracerApp extends EventDispatcher {
1373
1429
  clearTimeout( this._resizeDebounceTimer );
1374
1430
  this._applyRenderResize( width, height );
1375
1431
 
1432
+ return { width, height };
1433
+
1376
1434
  }
1377
1435
 
1378
1436
  // ═══════════════════════════════════════════════════════════════
@@ -1926,6 +1984,18 @@ export class PathTracerApp extends EventDispatcher {
1926
1984
 
1927
1985
  }
1928
1986
 
1987
+ /**
1988
+ * Adaptive-sampling telemetry: `{ converged, activePixels, totalPixels, frame }`.
1989
+ * Counts come from an async readback taken on settled views only, so they lag a few frames
1990
+ * and read zero while the camera moves.
1991
+ * @returns {?Object}
1992
+ */
1993
+ getConvergenceStats() {
1994
+
1995
+ return this.stages.pathTracer?.getConvergenceStats?.() ?? null;
1996
+
1997
+ }
1998
+
1929
1999
  /** The path tracer's VRAM tracker, or null before stages are built. */
1930
2000
  get vram() {
1931
2001
 
@@ -2509,6 +2579,7 @@ export class PathTracerApp extends EventDispatcher {
2509
2579
 
2510
2580
  this.stages.compositor = new Compositor( this.renderer, {
2511
2581
  saturation: this.settings.get( 'saturation' ) ?? DEFAULT_STATE.saturation,
2582
+ pathTracer: this.stages.pathTracer,
2512
2583
  } );
2513
2584
 
2514
2585
  }
@@ -22,7 +22,12 @@ export const COUNTER = {
22
22
  RESERVED_3: 3,
23
23
  // Tier-2 per-pixel freeze: bounce-0 active count (maxRays − frozen), read back to size next frame's grid.
24
24
  ACTIVE_PIXEL_COUNT: 4,
25
- COUNT: 5,
25
+ // Geometry-only convergence gate. CONVERGED_COUNT counts every pixel, so a mostly-sky frame inherits the
26
+ // sky's free convergence and can retire while the subject is still noisy. These count the same eroded
27
+ // bits restricted to pixels that hit geometry, so the stop can require both fractions.
28
+ GEOMETRY_COUNT: 5,
29
+ CONVERGED_GEOMETRY_COUNT: 6,
30
+ COUNT: 7,
26
31
  };
27
32
 
28
33
  /** Ray flag bits packed into rayBounceFlags (uint) */
@@ -50,6 +50,7 @@ const SETTING_ROUTES = {
50
50
  usePixelFreeze: { uniform: 'usePixelFreeze', reset: true },
51
51
  pixelFreezeThreshold: { uniform: 'pixelFreezeThreshold', reset: true },
52
52
  pixelFreezeStability: { uniform: 'pixelFreezeStability', reset: true },
53
+ convergenceOverlay: { handler: 'handleConvergenceOverlay', reset: false },
53
54
  enableEmissiveTriangleSampling: { uniform: 'enableEmissiveTriangleSampling', reset: true },
54
55
  emissiveBoost: { uniform: 'emissiveBoost', reset: true },
55
56
  visMode: { uniform: 'visMode', reset: true },
@@ -142,7 +143,7 @@ export class RenderSettings extends EventDispatcher {
142
143
  * Builds handler functions for multi-stage settings that can't
143
144
  * be routed with a simple uniform forward.
144
145
  */
145
- _buildHandlers( { stages, renderer, reconcileCompletion, denoisingManager, cameraManager } ) {
146
+ _buildHandlers( { stages, renderer, resetCallback, reconcileCompletion, denoisingManager, cameraManager } ) {
146
147
 
147
148
  // UniformManager copies into the existing node, so one scratch vector serves every write.
148
149
  const panoScratch = new Vector2();
@@ -209,6 +210,17 @@ export class RenderSettings extends EventDispatcher {
209
210
 
210
211
  },
211
212
 
213
+ handleConvergenceOverlay: ( value ) => {
214
+
215
+ stages.pathTracer?.setUniform( 'convergenceOverlay', value );
216
+ stages.compositor?.setConvergenceOverlay( value );
217
+
218
+ // With adaptive sampling off nothing kept m2 current, so the estimate has no history to
219
+ // read — restart accumulation so it self-inits at frame 0 instead of painting stale error.
220
+ if ( value && ! this.get( 'useAdaptiveSampling' ) ) resetCallback?.();
221
+
222
+ },
223
+
212
224
  handleRenderLimitMode: ( value ) => {
213
225
 
214
226
  stages.pathTracer?.setRenderLimitMode?.( value );
@@ -1,6 +1,6 @@
1
- import { vec4, vec3, uv, uniform, select, dot, mix } from 'three/tsl';
1
+ import { vec4, vec3, uv, uniform, select, dot, mix, float, int, uint, storage, Fn, If } from 'three/tsl';
2
2
  import { MeshBasicNodeMaterial, QuadMesh, TextureNode } from 'three/webgpu';
3
- import { NoBlending } from 'three';
3
+ import { NoBlending, NoToneMapping } from 'three';
4
4
  import { RenderStage, StageExecutionMode } from '../Pipeline/RenderStage.js';
5
5
  import { REC709_LUMINANCE_COEFFICIENTS } from '../TSL/Common.js';
6
6
 
@@ -31,6 +31,17 @@ export class Compositor extends RenderStage {
31
31
 
32
32
  this._transparentBackground = uniform( 0, 'int' );
33
33
 
34
+ // Convergence debug overlay — reads the path tracer's per-pixel convergence buffers read-only.
35
+ // Material is compiled on first enable, so the normal display path carries none of its bindings.
36
+ this._pathTracer = options.pathTracer ?? null;
37
+ this._convergenceOverlay = false;
38
+ this._debugMaterial = null;
39
+ this._debugQuad = null;
40
+ this._debugTexNode = null;
41
+ this._debugM2Attr = null;
42
+ this._debugMaskAttr = null;
43
+ this._debugExposureComp = uniform( 1.0 );
44
+
34
45
  // TextureNode reused across frames — only `.value` mutates, shader doesn't recompile.
35
46
  this._sourceTexNode = new TextureNode();
36
47
 
@@ -63,10 +74,117 @@ export class Compositor extends RenderStage {
63
74
 
64
75
  }
65
76
 
77
+ /**
78
+ * Builds (or rebuilds) the convergence-overlay material.
79
+ *
80
+ * Re-derives FinalWrite's own convergence predicate from the accumulated colour (the running mean)
81
+ * and the m2 buffer (its running second moment), so what is painted IS the decision the renderer
82
+ * makes — nothing is recomputed differently or written back.
83
+ *
84
+ * @returns {boolean} True when a material is ready to render.
85
+ */
86
+ _ensureDebugMaterial() {
87
+
88
+ const src = this._pathTracer?.getConvergenceDebugSource?.();
89
+ if ( ! src ) return false;
90
+
91
+ // The buffers are only reallocated when the render reserve grows; rebind when that happens.
92
+ if ( this._debugMaterial && this._debugM2Attr === src.m2 && this._debugMaskAttr === src.frozenMask ) return true;
93
+
94
+ this._debugMaterial?.dispose();
95
+ this._debugTexNode?.dispose();
96
+
97
+ this._debugM2Attr = src.m2;
98
+ this._debugMaskAttr = src.frozenMask;
99
+ this._debugTexNode = new TextureNode();
100
+
101
+ // Must stay one Fn body: as a raw node graph TSL emits a .toVar() inside the FIRST branch that demands
102
+ // it, and sibling branches then read an unassigned var<private>.
103
+ const overlayColor = Fn( () => {
104
+
105
+ const texel = this._debugTexNode.sample( uv() ).toVar();
106
+ const lum = dot( texel.xyz, REC709_LUMINANCE_COEFFICIENTS ).toVar();
107
+
108
+ // The overlay draws at canvas size, the buffers are indexed at render size — go through the pixel index.
109
+ const w = src.renderWidth;
110
+ const h = src.renderHeight;
111
+ const ix = int( uv().x.mul( float( w ) ) ).min( w.sub( int( 1 ) ) ).max( int( 0 ) );
112
+ const iy = int( uv().y.mul( float( h ) ) ).min( h.sub( int( 1 ) ) ).max( int( 0 ) );
113
+ const pixelId = uint( iy.mul( w ).add( ix ) ).toVar();
114
+
115
+ const m2 = storage( src.m2, 'float' ).toReadOnly().element( pixelId ).toVar();
116
+ const frozenFlag = storage( src.frozenMask, 'uint' ).toReadOnly().element( pixelId ).toVar();
117
+
118
+ const sampleVar = m2.sub( lum.mul( lum ) ).max( float( 0 ) );
119
+ const absSE = sampleVar.div( float( src.frame ).add( 1.0 ) ).sqrt().toVar();
120
+
121
+ // Freeze bars on the raw relative error; the whole-frame stop bars on the √-normalized one.
122
+ // Show whichever is actually steering the render.
123
+ const freezeOn = src.usePixelFreeze.greaterThan( int( 0 ) );
124
+ const convNorm = select( lum.lessThan( float( 1.0 ) ), lum.sqrt(), lum ).toVar();
125
+ const err = select( freezeOn, absSE.div( lum.add( float( 1e-4 ) ) ), absSE.div( convNorm.add( float( 1e-4 ) ) ) ).toVar();
126
+ const bar = select( freezeOn, src.pixelFreezeThreshold, src.noiseThreshold ).toVar();
127
+ const ratio = err.div( bar.max( float( 1e-6 ) ) ).toVar();
128
+
129
+ // Dim tone-mapped grayscale so scene structure stays readable under the overlay.
130
+ const base = vec3( lum.div( lum.add( float( 1.0 ) ) ).sqrt().mul( 0.55 ) ).toVar();
131
+ const out = base.toVar();
132
+
133
+ // Below minSamples the variance is untrustworthy — at frame 0 it is identically zero, which would
134
+ // paint a converged image over pure noise.
135
+ const eligible = float( src.frame ).greaterThanEqual( float( src.adaptiveMinSamples ) );
136
+
137
+ If( ratio.greaterThanEqual( float( 1.0 ) ).or( eligible.not() ), () => {
138
+
139
+ const heat = mix( vec3( 1.0, 0.8, 0.1 ), vec3( 1.0, 0.1, 0.05 ), ratio.sub( 1.0 ).div( 3.0 ).clamp( 0.0, 1.0 ) );
140
+ out.assign( mix( base, heat, 0.85 ) );
141
+
142
+ } );
143
+
144
+ // Frozen wins: these are the pixels the renderer actually skipped, dilation halo included.
145
+ If( frozenFlag.equal( uint( 1 ) ).and( freezeOn ), () => {
146
+
147
+ out.assign( mix( base, vec3( 0.1, 0.45, 1.0 ), 0.55 ) );
148
+
149
+ } );
150
+
151
+ return out;
152
+
153
+ } );
154
+
155
+ // Undo the output pass's exposure (tone-mapped configs only) and linear→sRGB so the palette reads the
156
+ // same at any exposure.
157
+ this._debugMaterial = new MeshBasicNodeMaterial();
158
+ this._debugMaterial.colorNode = vec4( overlayColor().pow( 2.2 ).mul( this._debugExposureComp ), 1.0 );
159
+ this._debugMaterial.blending = NoBlending;
160
+ this._debugQuad = new QuadMesh( this._debugMaterial );
161
+
162
+ return true;
163
+
164
+ }
165
+
66
166
  render( context ) {
67
167
 
68
168
  if ( ! this.enabled ) return;
69
169
 
170
+ if ( this._convergenceOverlay && this._ensureDebugMaterial() ) {
171
+
172
+ // The error estimate is paired with the raw accumulated colour, not a denoised derivative.
173
+ const ptColor = context.getTexture( 'pathtracer:color' );
174
+ if ( ptColor ) {
175
+
176
+ this._debugTexNode.value = ptColor;
177
+ const exposed = this.renderer.toneMapping !== NoToneMapping;
178
+ this._debugExposureComp.value = exposed ? 1 / Math.max( this.renderer.toneMappingExposure, 1e-4 ) : 1;
179
+
180
+ this.renderer.setRenderTarget( null );
181
+ this._debugQuad.render( this.renderer );
182
+ return;
183
+
184
+ }
185
+
186
+ }
187
+
70
188
  const sourceTexture = this._resolveSourceTexture( context );
71
189
  if ( ! sourceTexture ) return;
72
190
 
@@ -77,6 +195,12 @@ export class Compositor extends RenderStage {
77
195
 
78
196
  }
79
197
 
198
+ setConvergenceOverlay( enabled ) {
199
+
200
+ this._convergenceOverlay = !! enabled;
201
+
202
+ }
203
+
80
204
  setSaturation( value ) {
81
205
 
82
206
  this.saturation.value = value;
@@ -93,8 +217,14 @@ export class Compositor extends RenderStage {
93
217
 
94
218
  this._sourceTexNode?.dispose();
95
219
  this.compositorMaterial?.dispose();
220
+ this._debugTexNode?.dispose();
221
+ this._debugMaterial?.dispose();
96
222
  // QuadMesh extends Mesh — no dispose method; material already released above.
97
223
  this.compositorQuad = null;
224
+ this._debugQuad = null;
225
+ this._debugMaterial = null;
226
+ this._debugTexNode = null;
227
+ this._pathTracer = null;
98
228
 
99
229
  }
100
230