rayzee 9.2.0 → 9.3.0
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/README.md +6 -5
- package/dist/{NeuralRetouch-DgnfldWO.js → NeuralRetouch-CYgkQY8Z.js} +1 -1
- package/dist/{NeuralSuperRes-Baa2w8VU.js → NeuralSuperRes-PkgDLQcD.js} +1 -1
- package/dist/{ToneMapGPU-CNgexVto.js → ToneMapGPU-B6XIe3DU.js} +31 -25
- package/dist/rayzee.es.js +5033 -4982
- package/dist/rayzee.umd.js +83 -72
- package/package.json +1 -1
- package/src/PathTracerApp.js +92 -30
- package/src/Processor/QueueManager.js +1 -0
- package/src/Processor/TextureReadback.js +26 -10
- package/src/Processor/ToneMapGPU.js +45 -15
- package/src/Storage/DownloadCache.js +30 -7
- package/src/TSL/BVHTraversal.js +13 -12
- package/src/TSL/Debugger.js +3 -0
- package/src/TSL/ExtendKernel.js +6 -2
- package/src/TSL/MaterialEvaluation.js +11 -6
- package/src/TSL/PathTracerCore.js +25 -4
- package/src/TSL/ShadeKernel.js +34 -8
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@@ -46,7 +46,7 @@ import {
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calculateBRDFWeights,
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sheenSamplingRoughness,
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} from './MaterialProperties.js';
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-
import { evaluateMaterialResponseFromDots } from './MaterialEvaluation.js';
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import { evaluateMaterialResponseFromDots, evaluateSpecularDeltaFromDots } from './MaterialEvaluation.js';
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import {
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ImportanceSampleCosine,
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@@ -59,6 +59,9 @@ import {
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// BRDF Direction Sampling
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// =============================================================================
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// Stand-in density for a delta (exact mirror) sample; squared in the power heuristic, so it stays f32-safe.
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export const DELTA_PDF = 1e6;
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export const generateSampledDirection = Fn( ( [
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V, N, material, xi, lobeXi, rngState,
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pixelCoord, resolution, frame, dimBase,
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@@ -75,6 +78,7 @@ export const generateSampledDirection = Fn( ( [
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const resultPdf = float( 0.0 ).toVar();
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const resultIsTransmission = tslBool( false ).toVar();
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const resultColorWeight = vec3( 1.0 ).toVar();
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const resultIsDelta = tslBool( false ).toVar();
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// Compute BRDF weights
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const weights = cachedBrdfWeights.toVar();
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@@ -134,7 +138,7 @@ export const generateSampledDirection = Fn( ( [
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resultDirection.assign( reflect( V.negate(), H ) );
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} ).
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} ).ElseIf( material.roughness.greaterThan( 0.0 ), () => {
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const TBN = constructTBN( { N } );
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const localV = TBN.transpose().mul( V );
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@@ -145,6 +149,11 @@ export const generateSampledDirection = Fn( ( [
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resultDirection.assign( reflect( V.negate(), H ) );
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} ).Else( () => {
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resultDirection.assign( reflect( V.negate(), N ) );
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resultIsDelta.assign( true );
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} );
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} ).ElseIf( rand.lessThan( cumulativeSheen ), () => {
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@@ -189,8 +198,20 @@ export const generateSampledDirection = Fn( ( [
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If( resultIsTransmission.not(), () => {
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const dotsOut = DotProducts.wrap( computeDotProductsAniso( N, V, resultDirection, material ) );
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If( resultIsDelta, () => {
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// A delta lobe has no density to share, so report one large enough that every MIS weight
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// against it is 1, and scale the value so value·NoL/pdf is reflectance / selection chance.
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resultPdf.assign( DELTA_PDF );
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resultValue.assign( evaluateSpecularDeltaFromDots( material, dotsOut )
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.mul( DELTA_PDF ).div( max( weights.specular.mul( dotsOut.NoL ), 1e-6 ) ) );
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} ).Else( () => {
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resultValue.assign( evaluateMaterialResponseFromDots( material, dotsOut ) );
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resultPdf.assign( calculateBSDFSamplingPDF( material, weights, dotsOut ) );
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} );
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} );
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package/src/TSL/ShadeKernel.js
CHANGED
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@@ -15,7 +15,7 @@ import {
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} from 'three/tsl';
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import { sampleEnvironment, sampleEquirect, groundProjectedEnvDir } from './Environment.js';
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import { getMaterial, powerHeuristic, balanceHeuristic, classifyMaterial, REC709_LUMINANCE_COEFFICIENTS, PI_INV, EPSILON, diffuseGroundMaterial, offsetRayOrigin, SHADOW_END } from './Common.js';
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import { getMaterial, powerHeuristic, balanceHeuristic, classifyMaterial, REC709_LUMINANCE_COEFFICIENTS, PI_INV, EPSILON, diffuseGroundMaterial, offsetRayOrigin, SHADOW_END, triangleRow, MIN_ROUGHNESS } from './Common.js';
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import { cosineWeightedSample } from './MaterialSampling.js';
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import { sampleAllMaterialTextures, processAnisotropyMap, applyExtensionMaps, getTransformedUV, triangleUVTangent } from './TextureSampling.js';
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import { evaluateMaterialResponse } from './MaterialEvaluation.js';
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@@ -23,7 +23,7 @@ import { calculateDirectLightingUnified, calculateMaterialPDF } from './LightsSa
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import { traceShadowRay } from './LightsDirect.js';
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import { shadowTerminatorOrigin } from './ShadowTerminator.js';
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import { unpackHitFacet } from './HitFacet.js';
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import { traverseBVHShadow } from './BVHTraversal.js';
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import { traverseBVHShadow, triangleSide, sideAccepts } from './BVHTraversal.js';
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import { handleMaterialTransparency, MaterialInteractionResult } from './MaterialTransmission.js';
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import { sampleChromaticCollision, sampleHenyeyGreenstein, subsurfaceCoefficients, CollisionSample, MediumCoeffs } from './Subsurface.js';
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import { calculateIndirectLighting } from './LightsIndirect.js';
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@@ -637,7 +637,7 @@ export function buildShadeKernel( params ) {
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// free-bounce continuation: ray stays in the same medium, so medium stack + coeffs persist
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// SSS scatter changes direction → no longer the direct backdrop view.
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flags.assign( flags.bitOr( uint( RAY_FLAG.REDIRECTED ) ) );
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flags.assign( flags.sub( flags.bitAnd( uint( RAY_FLAG.UNDER_SURFACE ) ) ).bitOr( uint( RAY_FLAG.REDIRECTED ) ) );
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writeRayOriginMeta( rayBufferRW, rayID, scatterPoint, cameraDepth, sssSteps, transparentCount );
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writeRayDirFlags( rayBufferRW, rayID, newDir, flags );
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// Free bounce: preserve prevBouncePdf (megakernel leaves it untouched across SSS scatter,
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@@ -705,7 +705,7 @@ export function buildShadeKernel( params ) {
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// BRDF functions read material.color/metalness/roughness, so apply samples here
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material.color.assign( matSamples.albedo );
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material.metalness.assign( matSamples.metalness.clamp( 0.0, 1.0 ) );
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material.roughness.assign( matSamples.roughness.clamp(
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material.roughness.assign( matSamples.roughness.clamp( MIN_ROUGHNESS, 1.0 ) );
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material.sheenRoughness.assign( material.sheenRoughness.clamp( 0.05, 1.0 ) ); // megakernel parity (PathTracerCore.js:1060): sample/PDF mismatch at sheenRoughness~0
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// Anisotropy + extension maps carry no per-slot transform of their own, so reuse the material's
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material.specularIntensity.assign( extMaps.specularIntensity );
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material.specularColor.assign( extMaps.specularColor );
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// Below the floor the GGX peak is past f32, so a plain reflector reflects exactly: roughness 0
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// is the delta-lobe marker the sampler and evaluator read. The other lobes keep the floor.
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If( rawRough.lessThan( MIN_ROUGHNESS ).and( material.anisotropy.equal( 0.0 ) ).and( material.clearcoat.equal( 0.0 ) )
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.and( material.transmission.equal( 0.0 ) ).and( material.subsurface.equal( 0.0 ) ), () => {
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material.roughness.assign( 0.0 );
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} );
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const albedo = matSamples.albedo.toVar();
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If(
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material.displacementMapIndex.greaterThanEqual( int( 0 ) )
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// Off the side of the facet the new ray leaves on: reflection stays, transmission and alpha skip cross.
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const Ng = unpackHitFacet( readHitFacet( hitBufferRW, rayID ) ).faceN;
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const
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const crossesFacet = dot( Ng, interaction.direction ).lessThan( 0.0 ).toVar();
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const newOrigin = offsetRayOrigin( hitPoint, select( crossesFacet, Ng.negate(), Ng ) );
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// SSS = free bounce (depth unchanged); transmission advances camera-bounce depth.
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// Transmissive / alpha-skip / SSS-boundary are all FREE bounces — they do NOT advance camera depth (megakernel parity, gap #4). cameraDepth advances only on opaque scatter (below).
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// backdrop while env through glass becomes sharp redirected light.
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If( interaction.isAlphaSkip.not(), () => {
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const underSurface = interaction.didReflect.and( crossesFacet );
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flags.assign( flags.sub( flags.bitAnd( uint( RAY_FLAG.UNDER_SURFACE ) ) ).bitOr( uint( RAY_FLAG.REDIRECTED ) )
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.bitOr( select( underSurface, uint( RAY_FLAG.UNDER_SURFACE ), uint( 0 ) ) ) );
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} ).Else( () => {
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flags.assign( flags.bitOr( uint( RAY_FLAG.HAS_HIT_OPAQUE | RAY_FLAG.REDIRECTED ) ) );
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const emissive = matSamples.emissive.toVar();
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// NEE samples only a single-sided emitter's lit side, so from behind (bounce rays) it is a dark occluder.
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If( isBackdropView.not().and( length( emissive ).greaterThan( 0.0 ) ), () => {
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If( sideAccepts( triangleSide( triangleRow( triangleBuffer, int( hitTriIdx ), 4 ).z ), dot( direction, hitNormal ) ).not(), () => {
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emissive.assign( vec3( 0.0 ) );
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} );
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} );
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If( length( emissive ).greaterThan( 0.0 ), () => {
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// Key on backdrop-view (not bounceIndex>0) so an emitter seen DIRECTLY through an alpha-cutout hole
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const
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const underFacet = dot( facetN, bounceDir ).lessThan( 0.0 ).toVar();
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const newOrigin = offsetRayOrigin( hitPoint, select( underFacet, facetN.negate(), facetN ) );
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// Whether this vertex's sun NEE could have drawn bounceDir, so a sun hit at the miss knows its MIS partner.
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const sunNEE = brdfIsTransmission.not().and( dot( N, bounceDir ).greaterThan( 0.0 ) );
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const underSurface = brdfIsTransmission.not().and( underFacet );
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flags.assign( flags.sub( flags.bitAnd( uint( RAY_FLAG.SUN_NEE | RAY_FLAG.UNDER_SURFACE ) ) )
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.bitOr( select( sunNEE, uint( RAY_FLAG.SUN_NEE ), uint( 0 ) ) )
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.bitOr( select( underSurface, uint( RAY_FLAG.UNDER_SURFACE ), uint( 0 ) ) ) );
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// Opaque scatter: the only bounce that advances camera depth.
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writeRayOriginMeta( rayBufferRW, rayID, newOrigin, cameraDepth.add( 1 ), sssSteps, transparentCount );
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