Commit Graph
3 Commits
Author SHA1 Message Date
Christopher Linnett 32ae41c4eb #2094 (adv): crisp cast shadows so diffusion only softens
Shadow maps use the full scene-derived size (point-light faces capped
at 2048) under a 26M-texel scene budget halved largest-first; the PCF
filter measures its reach in output pixels with a two-texel minimum,
samples texel centres on a jittered adaptive 5..10 grid, and compares
each texel against the receiver plane's own depth so wide kernels never
self-shadow lit casters. The WGSL mirror is parenthesised (Tint rejects
the old form) and guarded by a shader-wide grammar test; the CPU
reference and shader remain step-for-step parity-tested.
2026-10-23 16:21:21 +08:00
Brandon ThomasandClaude Opus 5.5 79ad7e1843 M7.6: extrusion + primitives
Extruded text keeps per-character 3D: each glyph's outline is extruded in its own space and
placed by its animated matrix; shape layers extrude their fill outlines (gradients use their
mid colour). Shadow-map bias scales with the texel footprint at the receiver and the PCF
reach (no acne on curved casters), identically on CPU and GPU. Docs: Advanced 3D in
architecture.md, parity table updated (3D, Text).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:36:59 -04:00
Brandon ThomasandClaude Opus 5.5 dec091e575 M7.5: advanced 3D renderer
Advanced 3D comps render their 3D runs as one scene of world-space triangles: model and
primitive layers (meshes, skinning, animation clips by layer time), extruded text/shape
layers, and textured cards for every other layer with their Material Options. Shading is
physically based in linear light: Cook-Torrance GGX + Lambert for parallel/spot/point lights
(AE falloff and cone), ambient lights, image-based light from an Environment light's layer
(equirectangular; cosine irradiance map + roughness mip chain + split-sum BRDF fit), and
PCF shadow maps (spot/parallel/point cube faces). 2x2 SSAA, depth of field as a gather blur
by circle of confusion, back to the working encoding.

The software rasteriser (depth buffer, top-left rule, perspective-correct, opaque visibility
then sorted transparent blending) is the reference and CI path; effectcraft-gpu implements
Accelerator::raster_3d with a wgpu render pipeline (advanced3d.wgsl) and matches it within
tolerance. Environment layers are hidden from both renderers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:27:59 -04:00