github playcanvas/engine v2.18.0

5 hours ago

Changes

  • Remove per-resource instance vertex buffer from GSplat rendering by @mvaligursky in #8513
  • Expose GSplat rendering properties on GSplatParams by @mvaligursky in #8518
  • Add HTML-in-Canvas support with texElementImage2D and interactive hit testing by @mvaligursky in #8519
  • Refactor GSplatRenderer into base class with GSplatQuadRenderer derived class by @mvaligursky in #8520
  • Refine GSplatRenderer API: rename methods for clarity by @mvaligursky in #8522
  • Extract FramePass base class from RenderPass by @mvaligursky in #8523
  • Add WebGPU subgroup operations support by @mvaligursky in #8528
  • Optimize GPU radix sort with bitmask ranking and multi-element processing by @mvaligursky in #8529
  • Add compute-based tiled GSplat renderer (WebGPU) by @mvaligursky in #8531
  • Add local compute GSplat renderer and dynamic buffer sizing (WebGPU) by @mvaligursky in #8536
  • Replace full-screen quad composite with tile-based indirect draw in local compute GSplat renderer by @mvaligursky in #8544
  • Add orthographic camera support to compute GSplat renderers by @mvaligursky in #8545
  • Improve compute GSplat rendering and add tonemapping support by @mvaligursky in #8546
  • Support dynamic work buffer formats in compute GSplat renderers by @mvaligursky in #8547
  • Remove redundant shader includes from ShaderUtils.createShader callers by @slimbuck in #8551
  • Add WebGPU Bare device type for testing without optional features by @mvaligursky in #8555
  • Add picking support and fix color pipeline in local compute GSplat renderer by @mvaligursky in #8556
  • Remove global compute GSplat renderer by @mvaligursky in #8558
  • Remove per-splat GPU compaction for CPU sort path by @mvaligursky in #8559
  • Extract GSplatFrustumCuller from GSplatWorkBuffer by @mvaligursky in #8560
  • Merge frustum culling into compute, convert to storage buffers, fix >16M splat dispatch by @mvaligursky in #8561
  • Make frustum culling always-on and remove dead pcNodeIndex pipeline by @mvaligursky in #8562
  • Reduce register pressure in compute GSplat TileCount projection by @mvaligursky in #8563
  • Store conic form in projection cache to avoid per-tile conversion by @mvaligursky in #8565
  • Add GSplatParams.renderer enum for runtime renderer selection by @mvaligursky in #8567
  • Remove centers array dependency from GSplatInfo interval check by @mvaligursky in #8568
  • Add minContribution property for compute GSplat contribution culling by @mvaligursky in #8571
  • Increase default minContribution from 2 to 3 by @mvaligursky in #8575
  • Add fisheye projection for Gaussian splats by @mvaligursky in #8576
  • Add fisheye projection support for skybox by @mvaligursky in #8577
  • Refactor rasterize variant management and beforePasses scheduling by @mvaligursky in #8579
  • Add depth testing for compute GSplat renderer when CameraFrame depth prepass is enabled by @mvaligursky in #8581
  • Simplify Camera.beforePasses to a plain FramePass array by @mvaligursky in #8582
  • Add fog support for Gaussian splat rendering by @mvaligursky in #8583
  • Replace atomic scatter with pair-buffer tile binning and cooperative large-splat processing by @mvaligursky in #8586
  • Split viewDepth into separate depthBuffer for sort cache locality by @mvaligursky in #8587
  • Move FisheyeProjection to scene/graphics for shared use by @mvaligursky in #8588
  • Modernize README and improve npm discoverability by @willeastcott in #8591
  • Remove Bundlephobia badge from READMEs by @willeastcott in #8592
  • Per-node granular SH color updates with angle-based threshold by @mvaligursky in #8593
  • Optimize tile-count pass with multi-splat threads and extract dispatch prep shaders by @mvaligursky in #8594
  • Remove workgroup-level early-out atomics from rasterize pass by @mvaligursky in #8596
  • Vectorize Gaussian evaluation across 2x2 pixel quad in rasterize pass by @mvaligursky in #8597
  • Unify GSplat debug rendering into a single enum-based API by @mvaligursky in #8598
  • Add heatmap debug mode for compute GSplat rasterizer by @mvaligursky in #8599
  • Revert tile-count pass to single-splat-per-thread by @mvaligursky in #8603
  • Decouple compute GSplat renderer from work buffer via setDataSource by @mvaligursky in #8605
  • Add shader defines for prepass to support alpha test and dithered opacity by @slimbuck in #8606
  • Improve GSplat compute renderer cold-start buffer capacities by @mvaligursky in #8610

Fixes

  • Reset render pass merge flags each frame in FrameGraph.compile() by @mvaligursky in #8516
  • Fix TAA ghosting artifacts on WebGPU by @mvaligursky in #8517
  • Prevent division by zero in CAS sharpening shader by @slimbuck in #8532
  • Preserve blend state in drawQuadWithShader / RenderPassQuad by @mvaligursky in #8535
  • Fix double decrement of octree file ref counts on entity disable by @mvaligursky in #8537
  • Use y-first approach in Compute.calcDispatchSize to minimize wasted workgroups by @mvaligursky in #8538
  • Round up compressed texture dimensions to block size on WebGPU by @mvaligursky in #8540
  • Replace StopThePop tile intersection with exact FlashGS method in compute GSplat by @mvaligursky in #8548
  • Smooth Gaussian falloff for capped splat radii in compute renderer by @mvaligursky in #8549
  • Avoid workgroupUniformLoad on atomic type for iOS WGSL compatibility by @mvaligursky in #8552
  • Use unfilterable-float sample type for RGBA32F textures in node culling shader by @mvaligursky in #8553
  • Use unfilterable-float sample type for RGBA32F GSplat textures on WebGPU by @mvaligursky in #8554
  • Pass alphaClip to scatter pass instead of hardcoding 1/255 by @mvaligursky in #8564
  • Match quad renderer near-plane behavior in compute GSplat renderer by @mvaligursky in #8566
  • Match raster minPixelSize culling threshold in compute GSplat renderer by @mvaligursky in #8569
  • Use logarithmic depth quantization in compute GSplat bitonic sort by @mvaligursky in #8570
  • Match raster Gaussian radius cap in compute GSplat renderer by @mvaligursky in #8573
  • Improve compute GSplat tile entry buffer scaling to reduce overflow artifacts by @mvaligursky in #8574
  • Preserve layerPlacementsDirty flag when octree placements are removed by @mvaligursky in #8584
  • Include fresnelSchlick chunk when refraction is enabled without specular by @willeastcott in #8595
  • Suppress frame:ready until full LOD update after param changes by @mvaligursky in #8602

Examples

Engine Dependencies

  • Update rollup to v4.59.0 (security) in #8483

Contributors

Full Changelog: v2.17.2...v2.18.0

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