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* Fix leak * Revert "Fix leak" This reverts commit a70d486. * Fix leak on Geometries * Change to map, remove redundant conditional, add comment * Rename to be more specific
* Improve GI Blending Consider if SSRT3's Blending is necessary * Also fix the TRAA Toggle * Add missing semi-colon * Fix Radius Changing with Step Count This bug is also present here: https://github.com/cdrinmatane/SSRT3/blob/main/HDRP/Shaders/Resources/SSRTCS.compute#L239-L240
* Examples: Clean up. * Update E2E screenshot.
* Improve SSGI Temporal Noise * Fix bug toggling temporal filtering in AO/GI Mode * Update SSGINode.js * Make it mathematically equivalent to using frameId * Update SSGINode.js Add PR number. --------- Co-authored-by: Michael Herzog <[email protected]>
Fix typo.
Fix deprecation warning.
* add cache for shadow nodes * Update Renderer.js * revision * Update Renderer.js * revision * cleanup
* simplify nodeFrame * fix comment spacing
* SSGIExample: Add Cornell Box Inspired Scene * Improve the naming of everything * Fix some minor shadow biasing artifacts
* Solve for world position * Make basic movement rejection a thing * Fix the issue with edges * Update TRAANode.js * Adjust comment formatting * Resolve unused vars, formatting, and debug nitpicks * Update TRAANode.js Clean up. * Update TRAANode.js - Store previous depth in history render target. - Don't copy depth in the first frame. --------- Co-authored-by: Michael Herzog <[email protected]>
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
* Honor setRequestHeader() in KTX2Loader Configure the internal loader to use the same request header of its owner * Formatted code
* Add shadowMap type to cache key values * TSL: recreate shadowmap resources if its type is changed * Update ShadowNode.js Clean up. * Update ShadowNode.js Simplify check. --------- Co-authored-by: Michael Herzog <[email protected]>
Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
* introduce dispatchWorkgroupsIndirect * update: dispatchSizeOrCount to dispatchSize * update: dispatchSizeOrCount to dispatchSize * update: dispatchSizeOrCount to dispatchSize --------- Co-authored-by: Attila Schroeder <[email protected]>
Fix typo.
Simplify name.
…ffect control (#32125) * Add bloomStrength uniform to enhance bloom effect control * Minor fix * Review comment: #32125 (comment)
* PMREM: Implement GGX importance sampling. * Updated builds. * Replaced GGX importance sampling with GGX VNDF importance sampling. * Clean up. * Updated builds. * Revert builds. * Updated screenshots. * Updated comments. * Clean up. * Clean up. * Increased e2e timeout. * Updated screenshots. * Added one more computer to ci.yml * Puppeteer: Increased to 5 threads.
…show usage (#32129) * Fix type annotations, handle IndirectStorageBufferAttribute in webgl fallback renderer. * Modify webgpu_compute_particles example to utilize indirect compute dispatch * Respect dispatchSize when backend is not initialized * Revert "Modify webgpu_compute_particles example to utilize indirect compute dispatch" This reverts commit ca125d8. * Update puppeteer.js --------- Co-authored-by: Kuklin Georgiy <[email protected]>
* add active stack and improve "node block" support * VarNode: Use `intent` for non-stack * update * fix sync set context value * simplification * simplification * Update RangeNode.js
…o dev" This reverts commit 7aa546b.
* Lazily instantiate `AbortController` in `LoadingManager` * Removed abort controller nullish check * Add basic `LoadingManager` abort controller unit tests * Added TODO to revert `abortController` logic * Mark `_abortController` as private with JSDoc
* assign stack for nodes after remove stack * remove define node stack from setup
* NodeBuilder: add `id` * improve custom cache key
) * WebGPURenderer: Implement GGX VNDF importance sampling for PMREM Port the GGX VNDF (Visible Normal Distribution Function) importance sampling implementation from WebGLRenderer's PMREM to WebGPURenderer's TSL-based PMREM generator. This implementation provides more accurate environment map prefiltering by using Monte Carlo integration with VNDF importance sampling to represent the GGX BRDF for physically-based rendering. Changes to PMREMUtils.js: - Added GGX VNDF sampling helper functions: - radicalInverse_VdC: Van der Corput radical inverse - hammersley: Hammersley sequence for quasi-Monte Carlo sampling - importanceSampleGGX_VNDF: GGX VNDF importance sampling (Heitz 2018) - ggxConvolution: Main convolution function using VNDF sampling - Optimized shader code by removing unnecessary .toVar() calls Changes to PMREMGenerator.js: - Added GGX_SAMPLES constant (1024 samples, optimized for performance) - Removed _axisDirections (no longer needed with GGX filtering) - Added _ggxMaterial property - Replaced blur-based _applyPMREM with GGX filtering - Added _applyGGXFilter method for incremental roughness filtering - Added _getGGXShader function to create GGX material - Updated documentation to reflect GGX VNDF usage Technical notes: - Uses texture() instead of texture(null) for EmptyTexture default - Helper functions don't use setLayout (TSL pattern for nested Fn) - Implements incremental roughness filtering to avoid over-blurring - Applies blur strength mapping (0.05 + roughness * 0.95) for quality - Performs two-pass rendering: pingPong target then back to cubeUV - Reduced sample count to 1024 (vs WebGL's 2048) for better performance * Clean up. * Updated screenshots. * WebGPURenderer: Remove unnecessary .toVar() from s variable Performance optimization: removed .toVar() from the s variable in importanceSampleGGX_VNDF as it is never reassigned and only used for reading on the next line. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <[email protected]> * Remove `.toVar()` * Revert "Remove `.toVar()`" This reverts commit 3bfdc12. * update screenshots * update screenshots * Increase GGX samples from 1024 to 2048 * Reduce GGX samples from 2048 to 1024 --------- Co-authored-by: Claude <[email protected]> Co-authored-by: sunag <[email protected]>
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