threejs-temporal-surfaces
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English🇨🇳
Translation
ChineseTemporal 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/blurRead 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和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 for world- or object-space residue and particles.
Use for world-space rain, puddles, snow, and
weather-surface coupling. Use 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.
$threejs-procedural-vfx$threejs-precipitation-surfaces$threejs-procedural-materials使用处理世界空间或对象空间的残留效果与粒子。使用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。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。
$threejs-procedural-vfx$threejs-precipitation-surfaces$threejs-procedural-materials