Bump dist build

This commit is contained in:
sparkjsdev[bot]
2025-07-15 21:48:24 +00:00
parent c25dc354bc
commit 67acaad618
15 changed files with 4706 additions and 4552 deletions
+81
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@@ -4,20 +4,101 @@ import { SplatAccumulator } from './SplatAccumulator';
import { SplatGenerator } from './SplatGenerator';
import * as THREE from "three";
export type SparkRendererOptions = {
/**
* Pass in your THREE.WebGLRenderer instance so Spark can perform work
* outside the usual render loop. Should be created with antialias: false
* (default setting) as WebGL anti-aliasing doesn't improve Gaussian Splatting
* rendering and significantly reduces performance.
*/
renderer: THREE.WebGLRenderer;
/**
* Pass in a THREE.Clock to synchronize time-based effects across different
* systems. Alternatively, you can set the SparkRenderer properties time and
* deltaTime directly. (default: new THREE.Clock)
*/
clock?: THREE.Clock;
/**
* Controls whether to check and automatically update Gsplat collection after
* each frame render.
* @default true
*/
autoUpdate?: boolean;
/**
* Controls whether to update the Gsplats before or after rendering. For WebXR
* this must be false in order to complete rendering as soon as possible.
* @default false
*/
preUpdate?: boolean;
/**
* Distance threshold for SparkRenderer movement triggering a Gsplat update at
* the new origin.
* @default 1.0
*/
originDistance?: number;
/**
* Maximum standard deviations from the center to render Gaussians. Values
* Math.sqrt(5)..Math.sqrt(8) produce good results and can be tweaked for
* performance.
* @default Math.sqrt(8)
*/
maxStdDev?: number;
/**
* Enable 2D Gaussian splatting rendering ability. When this mode is enabled,
* any scale x/y/z component that is exactly 0 (minimum quantized value) results
* in the other two non-0 axis being interpreted as an oriented 2D Gaussian Splat,
* rather instead of the usual projected 3DGS Z-slice. When reading PLY files,
* scale values less than e^-30 will be interpreted as 0.
* @default false
*/
enable2DGS?: boolean;
/**
* Scalar value to add to 2D splat covariance diagonal, effectively blurring +
* enlarging splats. In scenes trained without the Gsplat anti-aliasing tweak
* this value was typically 0.3, but with anti-aliasing it is 0.0
* @default 0.0
*/
preBlurAmount?: number;
/**
* Scalar value to add to 2D splat covarianve diagonal, with opacity adjustment
* to correctly account for "blurring" when anti-aliasing. Typically 0.3
* (equivalent to approx 0.5 pixel radius) in scenes trained with anti-aliasing.
*/
blurAmount?: number;
/**
* Depth-of-field distance to focal plane
*/
focalDistance?: number;
/**
* Full-width angle of aperture opening (in radians), 0.0 to disable
* @default 0.0
*/
apertureAngle?: number;
/**
* Modulate Gaussian kernel falloff. 0 means "no falloff, flat shading",
* while 1 is the normal Gaussian kernel.
* @default 1.0
*/
falloff?: number;
/**
* X/Y clipping boundary factor for Gsplat centers against view frustum.
* 1.0 clips any centers that are exactly out of bounds, while 1.4 clips
* centers that are 40% beyond the bounds.
* @default 1.4
*/
clipXY?: number;
/**
* Parameter to adjust projected splat scale calculation to match other renderers,
* similar to the same parameter in the MKellogg 3DGS renderer. Higher values will
* tend to sharpen the splats. A value 2.0 can be used to match the behavior of
* the PlayCanvas renderer.
* @default 1.0
*/
focalAdjustment?: number;
/**
* Configures the SparkViewpointOptions for the default SparkViewpoint
* associated with this SparkRenderer. Notable option: sortRadial (sort by
* radial distance or Z-depth)
*/
view?: SparkViewpointOptions;
};
export declare class SparkRenderer extends THREE.Mesh {
+73
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@@ -3,20 +3,93 @@ import { SplatAccumulator } from './SplatAccumulator';
import { SplatGeometry } from './SplatGeometry';
import * as THREE from "three";
export type SparkViewpointOptions = {
/**
* Controls whether to auto-update its sort order whenever the SparkRenderer
* updates the Gsplats. If you expect to render/display from this viewpoint
* most frames, set this to true.
* @default false
*/
autoUpdate?: boolean;
/**
* Set a THREE.Camera for this viewpoint to follow.
* @default undefined
*/
camera?: THREE.Camera;
/**
* Set an explicit view-to-world transformation matrix for this viewpoint (equivalent
* to camera.matrixWorld), overrides any camera setting.
* @default undefined
*/
viewToWorld?: THREE.Matrix4;
/**
* Configure viewpoint with an off-screen render target.
* @default undefined
*/
target?: {
/**
* Width of the render target in pixels.
*/
width: number;
/**
* Height of the render target in pixels.
*/
height: number;
/**
* If you want to be able to render a scene that depends on this target's
* output (for example, a recursive viewport), set this to true to enable
* double buffering.
* @default false
*/
doubleBuffer?: boolean;
/**
* Super-sampling factor for the render target. Values 1-4 are supported.
* Note that re-sampling back down to .width x .height is done on the CPU
* with simple averaging only when calling readTarget().
* @default 1
*/
superXY?: number;
};
/**
* Callback function that is called when the render target texture is updated.
* Receives the texture as a parameter. Use this to update a viewport with
* the latest viewpoint render each frame.
* @default undefined
*/
onTextureUpdated?: (texture: THREE.Texture) => void;
/**
* Whether to sort splats radially (geometric distance) from the viewpoint (true)
* or by Z-depth (false). Most scenes are trained with the Z-depth sort metric
* and will render more accurately at certain viewpoints. However, radial sorting
* is more stable under viewpoint rotations.
* @default true
*/
sortRadial?: boolean;
/**
* Distance threshold for re-sorting splats. If the viewpoint moves more than
* this distance, splats will be re-sorted.
* @default 0.01 units
*/
sortDistance?: number;
/**
* View direction dot product threshold for re-sorting splats. For
* sortRadial: true we use 0.99 while sortRadial: false uses 0.999 because it is
* more sensitive to view direction.
* @default 0.99 if sortRadial else 0.999
*/
sortCoorient?: boolean;
/**
* Constant added to Z-depth to bias values into the positive range for
* sortRadial: false, but also used for culling Gsplats "well behind"
* the viewpoint origin
* @default 1.0
*/
depthBias?: number;
/**
* Set this to true if rendering a 360 to disable "behind the viewpoint"
* culling during sorting. This is set automatically when rendering 360 envMaps
* using the SparkRenderer.renderEnvMap() utility function.
* @default false
*/
sort360?: boolean;
};
export declare class SparkViewpoint {