rayzee 7.4.0 → 7.5.0

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",
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- "version": "7.4.0",
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+ "version": "7.5.0",
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  "type": "module",
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  "description": "Real-time WebGPU path tracing engine built on Three.js",
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  "main": "dist/rayzee.umd.js",
@@ -137,6 +137,8 @@ export class OIDNDenoiser extends EventDispatcher {
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138
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  // Track in-flight tile staging buffers so they can be destroyed on abort
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  this._pendingStagingBuffers = new Set();
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+ // Per-run tile-blit promises; done() awaits these so capture waits for every tile to paint.
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+ this._pendingTileBlits = [];
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141
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  this.currentTZAUrl = null;
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  this.unet = null;
@@ -629,6 +631,9 @@ export class OIDNDenoiser extends EventDispatcher {
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631
 
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  let abortDenoise = null;
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+ // Fresh per-run list of tile-blit promises (the progress callback appends to it).
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+ this._pendingTileBlits = [];
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+
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  const abortHandler = () => {
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638
 
634
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  if ( abortDenoise ) {
@@ -653,7 +658,23 @@ export class OIDNDenoiser extends EventDispatcher {
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658
 
654
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  try {
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- await this._displayGPUOutput( output );
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+ if ( this._pendingTileBlits.length > 0 ) {
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+
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+ // Normal path: the progress callback already painted every tile progressively, with
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+ // the same exposure/saturation/tonemap/sRGB math the full-frame readback uses (verified:
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+ // tiles tile the image exactly, no overlap). Just wait for those blits — no redundant
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+ // full-frame re-read + re-tonemap.
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+ await Promise.allSettled( this._pendingTileBlits );
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+
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+ } else {
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+
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+ // Degenerate fallback (no per-tile progress was emitted): one authoritative full paint.
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+ await this._displayGPUOutput( output );
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+
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+ }
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+
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+ // DENOISING_END (which gates screenshot/video capture) fires only after this resolves,
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+ // so the captured canvas is always complete.
657
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  resolve();
658
679
 
659
680
  } catch ( err ) {
@@ -703,8 +724,9 @@ export class OIDNDenoiser extends EventDispatcher {
703
724
 
704
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  device.queue.submit( [ enc.finish() ] );
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726
 
706
- // Map and blit asynchronously — GPU copy is already queued
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- staging.mapAsync( GPUMapMode.READ ).then( () => {
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+ // Map and blit asynchronously — GPU copy is already queued. Track the whole chain so
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+ // done() can await every tile paint before resolving (replaces the full-frame readback).
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+ const tileBlit = staging.mapAsync( GPUMapMode.READ ).then( () => {
708
730
 
709
731
  const f32 = new Float32Array( staging.getMappedRange() );
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  const tileImageData = new ImageData( clampedW, clampedH );
@@ -766,6 +788,8 @@ export class OIDNDenoiser extends EventDispatcher {
766
788
 
767
789
  } );
768
790
 
791
+ this._pendingTileBlits.push( tileBlit );
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+
769
793
  }
770
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  } );
771
795
 
@@ -1446,12 +1446,18 @@ export class AssetLoader extends EventDispatcher {
1446
1446
 
1447
1447
  if ( userData.type === 'RectAreaLight' ) {
1448
1448
 
1449
+ // Intensity is authored in Watts (Blender-style); emitted radiance
1450
+ // is computed at render time as power/(π·area). Blender emission
1451
+ // defaults: power-normalized, full Lambertian spread (π), rectangle.
1449
1452
  const light = new RectAreaLight(
1450
1453
  new Color( ...userData.color ),
1451
- userData.intensity * 0.1 / Math.PI, // Adjust intensity for better visual results
1454
+ userData.intensity * 0.1,
1452
1455
  userData.width,
1453
1456
  userData.height
1454
1457
  );
1458
+ light.userData.normalize = userData.normalize ?? true;
1459
+ light.userData.spread = Number.isFinite( userData.spread ) ? userData.spread : Math.PI;
1460
+ light.userData.shape = userData.shape ?? 'rectangle';
1455
1461
  light.position.z = - 2;
1456
1462
  light.name = userData.name;
1457
1463
  object.add( light );
@@ -1,4 +1,31 @@
1
1
  import { Vector3, Quaternion } from 'three';
2
+ import { blackbodyToLinearRGB } from './blackbody.js';
3
+
4
+ // Point & spot lights specify Power in Watts; the shader uses radiant intensity
5
+ // (W/sr) as `intensity / dist²`, so convert with I = P / 4π (isotropic emitter),
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+ // matching Blender. Area lights are already radiant power; the Sun is irradiance.
7
+ const INV_4PI = 1 / ( 4 * Math.PI );
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+
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+ // Effective emission colour + intensity after per-light Exposure (EV stops) and
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+ // optional blackbody Temperature tint (Blender-style). Both fold into the values
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+ // already sent to the GPU — no shader or struct change needed.
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+ function effectiveEmission( light ) {
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+
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+ const ud = light.userData || {};
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+ const exposure = Number.isFinite( ud.exposure ) ? ud.exposure : 0;
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+ const intensity = light.intensity * Math.pow( 2, exposure );
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+
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+ let r = light.color.r, g = light.color.g, b = light.color.b;
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+ if ( ud.useTemperature ) {
20
+
21
+ const [ tr, tg, tb ] = blackbodyToLinearRGB( ud.temperature ?? 6500 );
22
+ r *= tr; g *= tg; b *= tb;
23
+
24
+ }
25
+
26
+ return { r, g, b, intensity };
27
+
28
+ }
2
29
 
3
30
  export class LightSerializer {
4
31
 
@@ -90,6 +117,8 @@ export class LightSerializer {
90
117
  // Get angle parameter from light (default to 0 for sharp shadows)
91
118
  const angle = light.userData.angle || light.angle || 0.0; // In radians
92
119
 
120
+ const em = effectiveEmission( light );
121
+
93
122
  // Optional projection mask. Sign of intensity carries the inverted flag.
94
123
  const gobo = light.userData?.gobo;
95
124
  const goboIndex = ( gobo && Number.isInteger( gobo.index ) ) ? gobo.index : - 1;
@@ -101,8 +130,8 @@ export class LightSerializer {
101
130
  this.directionalLightCache.push( {
102
131
  data: [
103
132
  direction.x, direction.y, direction.z, // direction toward light (3)
104
- light.color.r, light.color.g, light.color.b, // color (3)
105
- light.intensity, // intensity (1)
133
+ em.r, em.g, em.b, // color (3) — incl. temperature tint
134
+ em.intensity, // intensity (1) — incl. exposure
106
135
  angle, // angular diameter in radians (1)
107
136
  goboIndex, // gobo layer index, -1 = none (1)
108
137
  goboIntensity, // signed gobo strength (1)
@@ -133,14 +162,25 @@ export class LightSerializer {
133
162
  // Calculate importance for sorting
134
163
  const importance = this.calculateLightImportance( light, 'area' );
135
164
 
136
- // Store in cache with importance
165
+ // Blender-style emission controls (stored on userData; sensible defaults).
166
+ // normalize ON → radiance ∝ 1/area (resizing keeps total power constant).
167
+ const normalize = ( light.userData?.normalize ?? true ) ? 1.0 : 0.0;
168
+ const spread = Number.isFinite( light.userData?.spread ) ? light.userData.spread : Math.PI;
169
+ const shape = ( light.userData?.shape === 'ellipse' || light.userData?.shape === 'disk' || light.userData?.shape === 1 ) ? 1.0 : 0.0;
170
+
171
+ const em = effectiveEmission( light );
172
+
173
+ // Store in cache with importance (16 floats, vec4-aligned)
137
174
  this.areaLightCache.push( {
138
175
  data: [
139
176
  position.x, position.y, position.z, // position (3)
140
- u.x, u.y, u.z, // u vector (3)
141
- v.x, v.y, v.z, // v vector (3)
142
- light.color.r, light.color.g, light.color.b, // color (3)
143
- light.intensity // intensity (1)
177
+ u.x, u.y, u.z, // u half-vector (3)
178
+ v.x, v.y, v.z, // v half-vector (3)
179
+ em.r, em.g, em.b, // color (3) — incl. temperature tint
180
+ em.intensity, // radiant power in Watts (1) — incl. exposure
181
+ normalize, // power-normalize flag (1)
182
+ spread, // emission spread in radians (1)
183
+ shape, // 0 = rect, 1 = disk/ellipse (1)
144
184
  ],
145
185
  importance: importance,
146
186
  light: light
@@ -159,12 +199,14 @@ export class LightSerializer {
159
199
  // Calculate importance for sorting
160
200
  const importance = this.calculateLightImportance( light, 'point' );
161
201
 
202
+ const em = effectiveEmission( light );
203
+
162
204
  // Store in cache with importance
163
205
  this.pointLightCache.push( {
164
206
  data: [
165
207
  position.x, position.y, position.z, // position (3)
166
- light.color.r, light.color.g, light.color.b, // color (3)
167
- light.intensity, // intensity (1)
208
+ em.r, em.g, em.b, // color (3) — incl. temperature tint
209
+ em.intensity * INV_4PI, // radiant intensity W/sr = power(W)/4π, incl. exposure (1)
168
210
  light.distance || 0.0, // cutoff distance (0 = infinite) (1)
169
211
  light.decay !== undefined ? light.decay : 2.0 // decay exponent (1)
170
212
  ],
@@ -198,13 +240,15 @@ export class LightSerializer {
198
240
  const iesIndex = ( ies && Number.isInteger( ies.index ) ) ? ies.index : - 1;
199
241
  const iesIntensity = ( ies && typeof ies.intensity === 'number' ) ? ies.intensity : 1.0;
200
242
 
243
+ const em = effectiveEmission( light );
244
+
201
245
  // Store in cache with importance
202
246
  this.spotLightCache.push( {
203
247
  data: [
204
248
  position.x, position.y, position.z, // position (3)
205
249
  direction.x, direction.y, direction.z, // direction (3)
206
- light.color.r, light.color.g, light.color.b, // color (3)
207
- light.intensity, // intensity (1)
250
+ em.r, em.g, em.b, // color (3) — incl. temperature tint
251
+ em.intensity * INV_4PI, // radiant intensity W/sr = power(W)/4π, incl. exposure (1)
208
252
  light.angle || Math.PI / 4, // cone half-angle in radians (1)
209
253
  light.penumbra || 0.0, // penumbra [0,1] (1)
210
254
  light.distance || 0.0, // cutoff distance (0 = infinite) (1)
@@ -290,7 +334,7 @@ export class LightSerializer {
290
334
 
291
335
  // Divide flat array lengths by per-light stride to get actual light counts
292
336
  const directionalCount = Math.floor( this.lightData.directional.length / 12 );
293
- const areaCount = Math.floor( this.lightData.rectArea.length / 13 );
337
+ const areaCount = Math.floor( this.lightData.rectArea.length / 16 );
294
338
  const pointCount = Math.floor( this.lightData.point.length / 9 );
295
339
  const spotCount = Math.floor( this.lightData.spot.length / 20 );
296
340
 
@@ -11,13 +11,12 @@ import { StorageInstancedBufferAttribute } from 'three/webgpu';
11
11
 
12
12
  export const RAY_STRIDE = 7;
13
13
  export const HIT_STRIDE = 2;
14
- // Per-pixel G-buffer (first-hit MRT staging): 2 uvec4/pixel (AoS, element p*GBUFFER_STRIDE + lane).
15
- // lane 0 — half-packed normal/depth/albedo (pack2x16, no f32 bitcast); read by FinalWrite:
16
- // .x=packSnorm2x16(normal.xy) .y=packSnorm2x16(normal.z, depth) .z=packUnorm2x16(albedo.rg) .w=packUnorm2x16(albedo.b, 0)
17
- // lane 1 — primary-hit surface ID for A-SVGF correlated-gradient re-projection (Tier 1); written at the
18
- // bounce-0 hit, valid=0 on miss (Generate inits): .x=triIndex .y=meshIndex .z=packUnorm2x16(bary.u,bary.v) .w=valid
14
+ // Per-pixel G-buffer (first-hit MRT staging): 1 uvec4/pixel half-packed normal/depth/albedo
15
+ // (pack2x16, no f32 bitcast); read by FinalWrite:
16
+ // .x=packSnorm2x16(normal.xy) .y=packSnorm2x16(normal.z, depth) .z=packUnorm2x16(albedo.rg) .w=packUnorm2x16(albedo.b, 0)
19
17
  // Separate buffer from RAY (per-pixel, not per-ray×S) — written by Generate/Shade bounce-0.
20
- export const GBUFFER_STRIDE = 2;
18
+ // (A second lane reserved for an A-SVGF Tier-1 surface ID was removed — write-only, never read.)
19
+ export const GBUFFER_STRIDE = 1;
21
20
 
22
21
  export const RAY = {
23
22
  ORIGIN_META: 0, // vec4(origin.xyz, uintBitsToFloat(perRayBounces | sssSteps<<8)); pixelIndex == rayID
@@ -152,36 +151,17 @@ export const readRayRadiance = ( buf, id ) =>
152
151
  // ── Per-pixel G-buffer (first-hit MRT). 2 uvec4/pixel (AoS), pack2x16 lanes. ──
153
152
  // normal: raw unit vec3; depth: linear [0,1]; albedo: vec3 [0,1]. Packed values live in u32 lanes
154
153
  // verbatim (no f32 bitcast) so NaN-range bit patterns (snorm ±1 → 0x7FFF) survive store/load intact.
155
- // gbLane resolves the AoS slot for a pixel (lane 0 = MRT, lane 1 = surface ID).
156
- const gbLane = ( pixelIndex, lane ) => {
157
-
158
- const base = uint( pixelIndex ).mul( GBUFFER_STRIDE );
159
- return lane === 0 ? base : base.add( lane );
160
-
161
- };
154
+ // One uvec4 per pixel (stride 1); AoS base = pixelIndex * GBUFFER_STRIDE.
155
+ const gbLane = ( pixelIndex ) => uint( pixelIndex ).mul( GBUFFER_STRIDE );
162
156
 
163
157
  export const writeGBuffer = ( buf, pixelIndex, normal, depth, albedo ) =>
164
- buf.element( gbLane( pixelIndex, 0 ) ).assign( uvec4(
158
+ buf.element( gbLane( pixelIndex ) ).assign( uvec4(
165
159
  packSnorm2x16( vec2( normal.x, normal.y ) ),
166
160
  packSnorm2x16( vec2( normal.z, depth ) ),
167
161
  packUnorm2x16( vec2( albedo.x, albedo.y ) ),
168
162
  packUnorm2x16( vec2( albedo.z, 0.0 ) ),
169
163
  ) );
170
- export const readGBuffer = ( buf, pixelIndex ) => buf.element( gbLane( pixelIndex, 0 ) );
171
-
172
- // Lane 1 — primary-hit surface ID for A-SVGF correlated gradient re-projection (Tier 1).
173
- // valid=0 marks a miss (no primary surface); bary packed unorm (both in [0,1]).
174
- export const writeGBufferSurfaceID = ( buf, pixelIndex, triIndex, meshIndex, baryU, baryV, valid ) =>
175
- buf.element( gbLane( pixelIndex, 1 ) ).assign( uvec4(
176
- uint( triIndex ), uint( meshIndex ), packUnorm2x16( vec2( baryU, baryV ) ), uint( valid ),
177
- ) );
178
- export const readGBufferSurfaceID = ( buf, pixelIndex ) => {
179
-
180
- const p = buf.element( gbLane( pixelIndex, 1 ) );
181
- const bary = unpackUnorm2x16( p.z );
182
- return { triIndex: p.x, meshIndex: p.y, baryU: bary.x, baryV: bary.y, valid: p.w };
183
-
184
- };
164
+ export const readGBuffer = ( buf, pixelIndex ) => buf.element( gbLane( pixelIndex ) );
185
165
 
186
166
  // Decode for FinalWrite. normalDepth.xyz matches the prior path (normal*0.5+0.5), .w = raw depth.
187
167
  export const gbDecodeNormalDepth = ( packed ) => {
@@ -141,16 +141,24 @@ export class StorageTexturePool {
141
141
  * Copy StorageTextures → RenderTarget textures via GPU copy.
142
142
  * Must be called after each compute dispatch.
143
143
  * @param {WebGPURenderer} renderer
144
+ * @param {boolean} [includeAux=true] Copy the normalDepth + albedo attachments too. When no
145
+ * denoiser/OIDN consumes the aux MRT (default interactive), the wavefront doesn't write those
146
+ * StorageTextures, so skipping their copies saves two full-res GPU copies/frame. Color is always copied.
144
147
  */
145
- copyToReadTargets( renderer ) {
148
+ copyToReadTargets( renderer, includeAux = true ) {
146
149
 
147
150
  // Source write StorageTextures are over-allocated at the max size; the Box2 region
148
151
  // restricts the copy to the active render size so source and destination extents match.
149
152
  this._srcRegion.max.set( this.renderWidth, this.renderHeight );
150
153
 
151
154
  renderer.copyTextureToTexture( this.writeColor, this.readTarget.textures[ 0 ], this._srcRegion );
152
- renderer.copyTextureToTexture( this.writeNormalDepth, this.readTarget.textures[ 1 ], this._srcRegion );
153
- renderer.copyTextureToTexture( this.writeAlbedo, this.readTarget.textures[ 2 ], this._srcRegion );
155
+
156
+ if ( includeAux ) {
157
+
158
+ renderer.copyTextureToTexture( this.writeNormalDepth, this.readTarget.textures[ 1 ], this._srcRegion );
159
+ renderer.copyTextureToTexture( this.writeAlbedo, this.readTarget.textures[ 2 ], this._srcRegion );
160
+
161
+ }
154
162
 
155
163
  }
156
164
 
@@ -1,11 +1,15 @@
1
1
  /**
2
2
  * VRAMTracker.js — current/peak GPU memory accounting.
3
3
  *
4
- * Measures ACTUAL live bytes (attribute.array.byteLength, texture dims × format/type)
5
- * rather than re-deriving allocation formulas, so it never drifts when strides,
6
- * capacity rounding, or layouts change. Providers are thunks that read current state,
7
- * so they survive reallocation (resize, scene/material/env reload). A per-pass WeakSet
8
- * dedupes by resource identity, so overlapping registrations never double-count.
4
+ * Measures live GPU bytes: buffer attributes by backing-array byteLength, textures by
5
+ * dims × format/type but ONLY when the backend actually holds a GPUTexture. three.js
6
+ * allocates a texture's GPUTexture lazily on first use, so a constructed-but-never-dispatched
7
+ * StorageTexture (e.g. a disabled stage's render targets) costs 0 here even though its JS
8
+ * `image` dimensions are set. Residency probing needs a renderer (constructor arg or
9
+ * setRenderer); without one it falls back to counting by dimensions (legacy behavior).
10
+ * Providers are thunks that read current state, so they survive reallocation (resize,
11
+ * scene/material/env reload). A per-pass WeakSet dedupes by resource identity, so
12
+ * overlapping registrations never double-count.
9
13
  */
10
14
 
11
15
  import {
@@ -60,15 +64,23 @@ export function textureBytes( tex ) {
60
64
 
61
65
  export class VRAMTracker {
62
66
 
63
- constructor() {
67
+ constructor( renderer = null ) {
64
68
 
65
69
  this._providers = [];
70
+ this._renderer = renderer;
66
71
  this.current = 0;
67
72
  this.peak = 0;
68
73
  this.byCategory = {};
69
74
 
70
75
  }
71
76
 
77
+ /** Late-bind the renderer so texture accounting can probe actual GPU residency. */
78
+ setRenderer( renderer ) {
79
+
80
+ this._renderer = renderer;
81
+
82
+ }
83
+
72
84
  /**
73
85
  * @param {string} category - grouping label in the report
74
86
  * @param {Function} fn - returns a resource or array of resources: buffer
@@ -138,12 +150,12 @@ export class VRAMTracker {
138
150
 
139
151
  }
140
152
 
141
- // texture / render target — dedupe by object identity
153
+ // texture / render target — dedupe by object identity; count only GPU-resident bytes
142
154
  if ( r.isRenderTarget || r.isTexture ) {
143
155
 
144
156
  if ( seen.has( r ) ) return 0;
145
157
  seen.add( r );
146
- return textureBytes( r );
158
+ return this._residentTextureBytes( r );
147
159
 
148
160
  }
149
161
 
@@ -151,6 +163,36 @@ export class VRAMTracker {
151
163
 
152
164
  }
153
165
 
166
+ // three.js allocates a texture's GPUTexture lazily on first dispatch; a never-used StorageTexture
167
+ // (disabled stage) has none. Count only when the backend holds a real GPUTexture so the report is
168
+ // resident VRAM, not JS-declared dimensions. No renderer bound → assume resident (legacy behavior).
169
+ _isResident( tex ) {
170
+
171
+ const backend = this._renderer?.backend;
172
+ if ( ! backend || typeof backend.get !== 'function' ) return true;
173
+ if ( typeof backend.has === 'function' && ! backend.has( tex ) ) return false;
174
+ const data = backend.get( tex );
175
+ return !! ( data && ( data.texture || data.gpuTexture ) );
176
+
177
+ }
178
+
179
+ // RenderTarget bytes are attributed to its underlying texture(s); count each only if resident.
180
+ _residentTextureBytes( tex ) {
181
+
182
+ if ( tex.isRenderTarget ) {
183
+
184
+ const list = tex.textures?.length ? tex.textures : [ tex.texture ];
185
+ const w = tex.width || 0, h = tex.height || 0, d = tex.depth || 1;
186
+ let sum = 0;
187
+ for ( const t of list ) if ( t && this._isResident( t ) ) sum += w * h * d * texelBytes( t );
188
+ return sum;
189
+
190
+ }
191
+
192
+ return this._isResident( tex ) ? textureBytes( tex ) : 0;
193
+
194
+ }
195
+
154
196
  /** Drop the high-water mark to the current value (call when a new render begins). */
155
197
  resetPeak() {
156
198
 
@@ -0,0 +1,74 @@
1
+ // Blackbody temperature → linear Rec.709 (= linear sRGB) RGB.
2
+ //
3
+ // Ported verbatim from Blender/Cycles `svm_math_blackbody_color_rec709`
4
+ // (Lukas Stockner's 7-segment rational/cubic fit; coefficients from
5
+ // intern/cycles/kernel/tables.h). The fit is luminance-balanced — the Rec.709
6
+ // luminance of the returned colour is ≈1.0 across the whole range — so it can be
7
+ // multiplied straight into a light's colour without altering its power: the
8
+ // temperature shifts hue only, brightness stays governed by intensity. This is
9
+ // exactly how Cycles applies it (raw multiply into the light colour, no
10
+ // renormalisation).
11
+
12
+ const BB_R = [
13
+ [ 1.61919106e3, - 2.05010916e-3, 5.02995757e0 ],
14
+ [ 2.48845471e3, - 1.11330907e-3, 3.22621544e0 ],
15
+ [ 3.34143193e3, - 4.86551192e-4, 1.76486769e0 ],
16
+ [ 4.09461742e3, - 1.27446582e-4, 7.25731635e-1 ],
17
+ [ 4.67028036e3, 2.91258199e-5, 1.26703442e-1 ],
18
+ [ 4.59509185e3, 2.87495649e-5, 1.50345020e-1 ],
19
+ [ 3.78717450e3, 9.35907826e-6, 3.99075871e-1 ],
20
+ ];
21
+
22
+ const BB_G = [
23
+ [ - 4.88999748e2, 6.04330754e-4, - 7.55807526e-2 ],
24
+ [ - 7.55994277e2, 3.16730098e-4, 4.78306139e-1 ],
25
+ [ - 1.02363977e3, 1.20223470e-4, 9.36662319e-1 ],
26
+ [ - 1.26571316e3, 4.87340896e-6, 1.27054498e0 ],
27
+ [ - 1.42529332e3, - 4.01150431e-5, 1.43972784e0 ],
28
+ [ - 1.17554822e3, - 2.16378048e-5, 1.30408023e0 ],
29
+ [ - 5.00799571e2, - 4.59832026e-6, 1.09098763e0 ],
30
+ ];
31
+
32
+ const BB_B = [
33
+ [ 5.96945309e-11, - 4.85742887e-8, - 9.70622247e-5, - 4.07936148e-3 ],
34
+ [ 2.40430366e-11, 5.55021075e-8, - 1.98503712e-4, 2.89312858e-2 ],
35
+ [ - 1.40949732e-11, 1.89878968e-7, - 3.56632824e-4, 9.10767778e-2 ],
36
+ [ - 3.61460868e-11, 2.84822009e-7, - 4.93211319e-4, 1.56723440e-1 ],
37
+ [ - 1.97075738e-11, 1.75359352e-7, - 2.50542825e-4, - 2.22783266e-2 ],
38
+ [ - 1.61997957e-13, - 1.64216008e-8, 3.86216271e-4, - 7.38077418e-1 ],
39
+ [ 6.72650283e-13, - 2.73078809e-8, 4.24098264e-4, - 7.52335691e-1 ],
40
+ ];
41
+
42
+ /**
43
+ * Convert a colour temperature in Kelvin to linear Rec.709 / linear-sRGB RGB.
44
+ * Negative out-of-gamut channels (very low temperatures) are clamped to 0.
45
+ * @param {number} kelvin
46
+ * @returns {[number, number, number]}
47
+ */
48
+ export function blackbodyToLinearRGB( kelvin ) {
49
+
50
+ let r, g, b;
51
+
52
+ if ( kelvin >= 12000 ) {
53
+
54
+ r = 0.8262954810464208; g = 0.9945080501520986; b = 1.566307710274283;
55
+
56
+ } else if ( kelvin < 800 ) {
57
+
58
+ r = 5.413294490189271; g = - 0.20319390035873933; b = - 0.0822535242887164;
59
+
60
+ } else {
61
+
62
+ const i = kelvin >= 6365 ? 6 : kelvin >= 3315 ? 5 : kelvin >= 1902 ? 4
63
+ : kelvin >= 1449 ? 3 : kelvin >= 1167 ? 2 : kelvin >= 965 ? 1 : 0;
64
+ const cr = BB_R[ i ], cg = BB_G[ i ], cb = BB_B[ i ];
65
+ const tInv = 1 / kelvin;
66
+ r = cr[ 0 ] * tInv + cr[ 1 ] * kelvin + cr[ 2 ];
67
+ g = cg[ 0 ] * tInv + cg[ 1 ] * kelvin + cg[ 2 ];
68
+ b = ( ( cb[ 0 ] * kelvin + cb[ 1 ] ) * kelvin + cb[ 2 ] ) * kelvin + cb[ 3 ];
69
+
70
+ }
71
+
72
+ return [ Math.max( 0, r ), Math.max( 0, g ), Math.max( 0, b ) ];
73
+
74
+ }
@@ -832,6 +832,33 @@ export class ASVGF extends RenderStage {
832
832
 
833
833
  }
834
834
 
835
+ // Free the over-allocated 2048² StorageTextures' GPU memory when the stage is disabled, so toggling
836
+ // the denoiser off reclaims VRAM. The JS texture objects + compiled compute nodes are kept; three.js
837
+ // lazily re-creates each GPUTexture on the next dispatch after re-enable. History re-anchors via the
838
+ // warm reset (the RTs are render-res, not 2048² — left alone).
839
+ releaseGPUMemory() {
840
+
841
+ this._temporalTexA?.dispose();
842
+ this._temporalTexB?.dispose();
843
+ this._outputModulatedTex?.dispose();
844
+ this._gradientStorageTex?.dispose();
845
+ this._heatmapStorageTex?.dispose();
846
+ // Render-res RT textures (sized to render resolution → meaningful VRAM at high res). Dispose the
847
+ // .texture, not the RenderTarget (RT.dispose() doesn't free the backing GPUTexture here); these RTs
848
+ // are copyTextureToTexture targets, so three.js reallocates on the next dispatch after re-enable.
849
+ // Drop the published context outputs first so the Compositor fallback (reads asvgf:output) can't
850
+ // sample a freed texture; render() re-publishes on re-enable.
851
+ this.context?.removeTexture( 'asvgf:demodulated' );
852
+ this.context?.removeTexture( 'asvgf:output' );
853
+ this.context?.removeTexture( 'asvgf:gradient' );
854
+ this._demodulatedRT?.texture?.dispose();
855
+ this._outputRT?.texture?.dispose();
856
+ this._gradientRT?.texture?.dispose();
857
+ this.heatmapTarget?.texture?.dispose();
858
+ this.resetTemporalData();
859
+
860
+ }
861
+
835
862
  dispose() {
836
863
 
837
864
  this._gradientNode?.dispose();
@@ -367,6 +367,18 @@ export class BilateralFilter extends RenderStage {
367
367
 
368
368
  }
369
369
 
370
+ // Free the 2048² StorageTextures when disabled; three.js re-creates them on the next dispatch
371
+ // after re-enable (no temporal state to re-anchor). See ASVGF.releaseGPUMemory.
372
+ releaseGPUMemory() {
373
+
374
+ this._storageTexA?.dispose();
375
+ this._storageTexB?.dispose();
376
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
377
+ this.context?.removeTexture( 'bilateralFiltering:output' );
378
+ this._outputTarget?.texture?.dispose();
379
+
380
+ }
381
+
370
382
  reset() {
371
383
 
372
384
  // No temporal state to reset
@@ -267,6 +267,18 @@ export class EdgeFilter extends RenderStage {
267
267
 
268
268
  }
269
269
 
270
+ // Free the 2048² StorageTexture when disabled; three.js re-creates it on the next dispatch
271
+ // after re-enable, and reset() clears the iteration history. See ASVGF.releaseGPUMemory.
272
+ releaseGPUMemory() {
273
+
274
+ this._outputStorageTex?.dispose();
275
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
276
+ this.context?.removeTexture( 'edgeFiltering:output' );
277
+ this.outputTarget?.texture?.dispose();
278
+ this.reset();
279
+
280
+ }
281
+
270
282
  reset() {
271
283
 
272
284
  this._iterations = 0;
@@ -495,6 +495,16 @@ export class MotionVector extends RenderStage {
495
495
  * Reset — intentionally does NOT reset matricesInitialized.
496
496
  * Motion vectors must track camera motion across pipeline resets.
497
497
  */
498
+ // Free the 2048² StorageTextures when disabled (no consumer); three.js re-creates them on the next
499
+ // dispatch after re-enable. _syncGBufferStages additionally reseeds camera history on re-enable.
500
+ releaseGPUMemory() {
501
+
502
+ this._screenSpaceStorageTex?.dispose();
503
+ this._worldSpaceStorageTex?.dispose();
504
+ this.reset();
505
+
506
+ }
507
+
498
508
  reset() {
499
509
 
500
510
  if ( ! this.matricesInitialized ) {
@@ -367,6 +367,16 @@ export class NormalDepth extends RenderStage {
367
367
 
368
368
  }
369
369
 
370
+ // Free the 2048² StorageTextures when disabled (no consumer); three.js re-creates them on the next
371
+ // dispatch after re-enable, and reset() re-arms the dirty/history fast-path. See ASVGF.releaseGPUMemory.
372
+ releaseGPUMemory() {
373
+
374
+ this._outputStorageTex?.dispose();
375
+ this._shadingStorageTex?.dispose();
376
+ this.reset();
377
+
378
+ }
379
+
370
380
  reset() {
371
381
 
372
382
  this._dirty = true;
@@ -64,7 +64,7 @@ export class PathTracer extends PathTracerStage {
64
64
 
65
65
  // VRAM accounting — providers are thunks reading CURRENT live resources,
66
66
  // so they survive buffer/texture reallocation (resize, scene/material reload).
67
- this.vramTracker = new VRAMTracker();
67
+ this.vramTracker = new VRAMTracker( this.renderer );
68
68
  this._registerVRAMProviders();
69
69
 
70
70
  console.log( 'PathTracer: initialized (wavefront)' );
@@ -322,7 +322,9 @@ export class PathTracer extends PathTracerStage {
322
322
 
323
323
  this._maybeReadbackCounters();
324
324
 
325
- this.storageTextures.copyToReadTargets( this.renderer );
325
+ // Skip the normalDepth/albedo copies when aux is off — the wavefront didn't write them and
326
+ // no stage reads them; saves two full-res GPU copies/frame in the default interactive path.
327
+ this.storageTextures.copyToReadTargets( this.renderer, this._auxGBufferEnabled );
326
328
 
327
329
  const readTex = this.storageTextures.getReadTextures();
328
330
  if ( context ) this._publishTexturesToContext( context, readTex );
@@ -571,11 +571,11 @@ export class PathTracerStage extends RenderStage {
571
571
 
572
572
  }
573
573
 
574
- // Area lights (13 floats per light)
574
+ // Area lights (16 floats per light — 13 base + normalize/spread/shape)
575
575
  if ( this.areaLightsData && this.areaLightsData.length > 0 ) {
576
576
 
577
577
  this.areaLightsBufferNode.array = Array.from( this.areaLightsData );
578
- this.numAreaLights.value = Math.floor( this.areaLightsData.length / 13 );
578
+ this.numAreaLights.value = Math.floor( this.areaLightsData.length / 16 );
579
579
 
580
580
  } else {
581
581
 
@@ -171,6 +171,22 @@ export class SSRC extends RenderStage {
171
171
 
172
172
  }
173
173
 
174
+ // Free the 2048² StorageTextures when disabled; three.js re-creates them on the next dispatch
175
+ // after re-enable, and reset() clears the temporal cache. See ASVGF.releaseGPUMemory.
176
+ releaseGPUMemory() {
177
+
178
+ this._cacheTexA?.dispose();
179
+ this._cacheTexB?.dispose();
180
+ this._prevNDTexA?.dispose();
181
+ this._prevNDTexB?.dispose();
182
+ this._outputTex?.dispose();
183
+ // Render-res RT texture (dispose .texture, not the RT — RT.dispose() doesn't free it here).
184
+ this.context?.removeTexture( 'ssrc:output' );
185
+ this.outputTarget?.texture?.dispose();
186
+ this.reset();
187
+
188
+ }
189
+
174
190
  reset() {
175
191
 
176
192
  this._resetCache();