rayzee 8.1.0 → 8.2.0
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/dist/rayzee.es.js +4168 -4154
- package/dist/rayzee.umd.js +40 -174
- package/package.json +1 -1
- package/src/Passes/OIDNDenoiser.js +196 -270
- package/src/PathTracerApp.js +42 -13
- package/src/Stages/Compositor.js +1 -0
- package/src/Stages/PathTracerStage.js +25 -0
- package/src/managers/DenoisingManager.js +276 -58
- package/src/managers/VideoRenderManager.js +4 -0
- package/src/Processor/ToneMapWGSL.js +0 -162
package/src/PathTracerApp.js
CHANGED
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@@ -362,8 +362,12 @@ export class PathTracerApp extends EventDispatcher {
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}
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+
const cameraMoved = this.needsReset;
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if ( this.needsReset ) {
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// Before the reset, so the denoising manager's abort sees this frame as part of a move
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// rather than deciding to hold on the first frame and dropping it on the second.
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this.stages.pathTracer?.noteViewChanged();
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this.reset( true );
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this.needsReset = false;
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@@ -404,6 +408,23 @@ export class PathTracerApp extends EventDispatcher {
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}
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// A frame traced while a denoise is in flight is never seen: only denoised frames reach
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// the canvas during a camera move, and the next denoise reads the newest frame anyway.
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// Tracing it only takes the GPU away from the denoise the viewport is waiting on —
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// inside a room that turned a 10 ms denoise into 185 ms of wall clock.
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if ( this.denoisingManager?.skipsTrace() ) {
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// The camera is still being dragged; without this the interaction timeout can
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// expire inside a long denoise and drop the view out of interaction mode.
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if ( cameraMoved ) this.stages.pathTracer.enterInteractionMode();
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// Gizmos and outlines are drawn against the live camera, not the traced frame, so
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// they would visibly lag the view if they only redrew on the frames that traced.
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this._renderHelperOverlay();
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this.dispatchEvent( { type: EngineEvents.FRAME } );
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return;
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}
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this.pipeline.render();
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if ( ! this.stages.pathTracer.isComplete ) {
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@@ -540,7 +561,9 @@ export class PathTracerApp extends EventDispatcher {
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}
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-
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// Whatever is on screen stays until its replacement is ready, including while the camera
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// moves: the denoising manager decides, since only it knows something is coming.
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this._abortPostProcess( { keepDisplay: true } );
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this.completion.reset();
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this.wake();
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@@ -713,6 +736,7 @@ export class PathTracerApp extends EventDispatcher {
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}
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this.denoisingManager?.dropDisplay();
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this.reset();
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this.dispatchEvent( { type: 'SceneUnloaded' } );
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@@ -962,6 +986,9 @@ export class PathTracerApp extends EventDispatcher {
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this._syncControlsAfterLoad();
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await this.loadSceneData( { pendingEnvironment: this._beginSceneMetadataEnvironment() } );
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this.pipeline?.eventBus.emit( 'autoexposure:resetHistory' );
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// Not held: the first denoise of a new scene lands ~1.1 s after the load (upload and
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// shader compilation come first), and a second of the previous model reads as a bug.
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this.denoisingManager?.dropDisplay();
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this.reset();
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this.cameraManager.currentCameraIndex = 0;
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this.dispatchEvent( eventPayload );
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@@ -994,6 +1021,7 @@ export class PathTracerApp extends EventDispatcher {
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this._clearAppendedModels();
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this.assetLoader?.releaseTargetModel();
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this.denoisingManager?.dropDisplay();
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this.reset();
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} catch ( cleanupError ) {
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@@ -1853,6 +1881,10 @@ export class PathTracerApp extends EventDispatcher {
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const isProduction = mode === 'production';
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const config = isProduction ? PRODUCTION_RENDER_CONFIG : INTERACTIVE_RENDER_CONFIG;
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// First, before anything below can wake the loop or resize the renderer: a live-view
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// refresh landing in the middle of that raced the renderer's own output pass.
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this.denoisingManager?.setCadenceSuspended( isProduction );
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this.cameraManager.controls.enabled = ! isProduction;
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// Anything with a SETTING_ROUTES entry must go through settings, not setUniform: set() early-returns on
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@@ -1935,9 +1967,9 @@ export class PathTracerApp extends EventDispatcher {
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// Aborts any in-flight denoise/upscale and puts the denoiser canvas back at base resolution (the
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// upscaler leaves it enlarged), so the live canvas is what's on screen again.
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-
_abortPostProcess() {
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_abortPostProcess( { keepDisplay = false } = {} ) {
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-
this.denoisingManager?.abort( this.canvas );
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this.denoisingManager?.abort( this.canvas, { keepDisplay } );
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if ( this.denoisingManager?.restoreBaseResolution() ) {
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@@ -2423,8 +2455,8 @@ export class PathTracerApp extends EventDispatcher {
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// ═══════════════════════════════════════════════════════════════
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/**
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-
* Returns the canvas element
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*
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* Returns the canvas element holding the image on screen — denoised, graded and tone-mapped,
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* whatever is currently showing. The upscaler is the one thing that paints elsewhere.
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* @returns {HTMLCanvasElement|null}
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*/
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getCanvas() {
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@@ -2432,13 +2464,13 @@ export class PathTracerApp extends EventDispatcher {
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if ( ! this.renderer?.domElement ) return null;
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const dm = this.denoisingManager;
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-
const
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&& dm
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&& this.stages.pathTracer?.isComplete;
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const upscaled = dm?.upscaler?.enabled && dm?.upscalerCanvas
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&& dm.upscalerCanvas.style.display !== 'none';
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if (
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if ( upscaled ) return dm.upscalerCanvas;
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-
//
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// A presented WebGPU canvas only reads back what was drawn immediately before, so draw.
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// This also puts the denoised picture on it: the Compositor prefers it over the raw render.
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if ( this.stages.compositor && this.pipeline?.context ) {
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this.stages.compositor.render( this.pipeline.context );
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@@ -3261,8 +3293,6 @@ export class PathTracerApp extends EventDispatcher {
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this.denoisingManager = new DenoisingManager( {
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renderer: this.renderer,
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mainCanvas: this.canvas,
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scene: this.scene,
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camera: this.cameraManager.camera,
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stages: {
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pathTracer: this.stages.pathTracer,
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normalDepth: this.stages.normalDepth,
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@@ -3278,7 +3308,6 @@ export class PathTracerApp extends EventDispatcher {
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pipeline: this.pipeline,
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getExposure: () => this.settings.get( 'exposure' ) ?? 1.0,
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getSaturation: () => this.settings.get( 'saturation' ) ?? 1.0,
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getTransparentBg: () => this.settings.get( 'transparentBackground' ) ?? false,
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} );
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this.denoisingManager.setupDenoiser();
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package/src/Stages/Compositor.js
CHANGED
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@@ -67,6 +67,7 @@ export class Compositor extends RenderStage {
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_resolveSourceTexture( context ) {
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return context.getTexture( 'bloom:output' )
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|| context.getTexture( 'oidn:output' )
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|| context.getTexture( 'edgeFiltering:output' )
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|| context.getTexture( 'bilateralFiltering:output' )
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|| context.getTexture( 'asvgf:output' )
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@@ -30,6 +30,10 @@ import { createLogger, fmt } from '../utils/Logger.js';
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const log = createLogger( 'pathtracer' );
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// How long after the last move the view still counts as moving. Matches CameraOptimizer's own
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// settle delay, so the answer does not change when interaction mode is switched off.
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const VIEW_SETTLE_MS = 100;
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/**
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* Data layout constants
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*/
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// Track changes for event emission
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this.cameraChanged = false;
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// When the view was last moved, for viewIsChanging.
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this._lastViewChangeAt = - Infinity;
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// Update completion threshold
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this.updateCompletionThreshold();
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@@ -704,6 +710,25 @@ export class PathTracerStage extends RenderStage {
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}
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/**
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* Whether the view is being moved right now — the camera or a gizmo — whether or not interaction
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* mode is on. Interaction mode answers a narrower question (may quality be reduced) and is a
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* switch a host can turn off; what a denoiser needs to know is only whether this frame is about
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* to be thrown away by the next move.
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*/
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get viewIsChanging() {
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return this.interactionMode || performance.now() - this._lastViewChangeAt < VIEW_SETTLE_MS;
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}
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// Called by the host loop on a frame whose reset came from the view moving.
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noteViewChanged() {
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this._lastViewChangeAt = performance.now();
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}
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// ===== TEXTURE SETTERS =====
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/**
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