threejs-temporal-surfaces

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Original

English
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Translation

Chinese

Temporal Surfaces

时域表面

Choose persistent history or procedural screen-space evolution explicitly. Do not fake accumulation with time-only noise, and do not allocate history for an effect whose complete state is analytic in time.
明确选择持久历史记录或程序化屏幕空间演变方式。不要仅用时间噪声模拟累积效果,也不要为状态可通过时间解析的效果分配历史记录。

Pipeline

流程

text
persistent surface: input -> ping-pong state -> blur -> structure -> refraction
procedural surface: time/coverage -> analytic field -> optical normal -> refraction/blur
Read references/ping-pong-accumulation.md for an exact frost pass graph, pointer-history channels, blur and refraction coupling, and implementation defects that must be corrected.
Read the touch-history frost implementation for the previous/deposit/next state transition, reduced blur, static structures, frost-mask composition, and two-scale refraction.
Read references/refractive-window-rain.md and the refractive window rain implementation for layered static and travelling droplets, finite-difference optical normals, background refraction, stochastic disc blur, aspect fill, and presentation.
text
persistent surface: input -> ping-pong state -> blur -> structure -> refraction
procedural surface: time/coverage -> analytic field -> optical normal -> refraction/blur
阅读references/ping-pong-accumulation.md以获取精确的霜冻处理流程图、指针历史通道、模糊与折射耦合,以及必须修正的实现缺陷。
阅读touch-history frost实现代码,了解前一状态/沉积/下一状态的转换、低分辨率模糊、静态结构、霜冻遮罩合成以及双尺度折射的实现。
阅读references/refractive-window-rain.md折射窗口雨滴实现代码,了解分层静态与移动雨滴、有限差分光学法线、背景折射、随机圆盘模糊、宽高比填充以及呈现方式的实现。

Rules

规则

  • Separate persistent state, analytic procedural state, and scene color.
  • Preserve separate visible-mask and tilt-response channels.
  • Use half-float for this history path unless a measured lower format is equivalent.
  • Convert per-frame history decay to frame-rate-independent decay.
  • Run the two-pass scene blur at reduced resolution.
  • Pre-render static procedural textures once.
  • Define and test resize/reset behavior for both history targets and static targets.
  • Do not route world footprints, object-UV paint, or simulation-plane wetness here; this skill is view-aligned or screen-space.
  • 分离持久状态、解析程序化状态和场景颜色。
  • 保留独立的可见遮罩和倾斜响应通道。
  • 除非经测试确认更低格式效果相同,否则此历史路径使用半精度浮点数(half-float)。
  • 将每帧历史衰减转换为帧率无关的衰减。
  • 以低分辨率运行双通场景模糊。
  • 预渲染静态程序化纹理一次。
  • 定义并测试历史目标和静态目标的resize/reset行为。
  • 请勿在此处处理世界足迹、对象UV绘制或模拟平面湿润效果;本技能仅适用于视图对齐或屏幕空间场景。

Routing boundary

路由边界

Use
$threejs-procedural-vfx
for world- or object-space residue and particles. Use
$threejs-precipitation-surfaces
for world-space rain, puddles, snow, and weather-surface coupling. Use
$threejs-procedural-materials
when a body must transmit its surroundings through its own volume rather than through a screen-aligned pane. This skill owns view-aligned wet-glass optics and screen-space persistent history.
使用
$threejs-procedural-vfx
处理世界空间或对象空间的残留效果与粒子。使用
$threejs-precipitation-surfaces
处理世界空间的雨滴、水洼、积雪以及天气与表面的耦合效果。当物体必须通过自身体积而非屏幕对齐面板透射周围环境时,使用
$threejs-procedural-materials
。本技能负责视图对齐的湿玻璃光学效果和屏幕空间持久历史记录。