WebGPU Camera RigAccepted

Canonical Lab · Three.js 0.185.1

WebGPU Camera Rig

Interactive Three.js WebGPU/TSL demo for WebGPU Camera Rig, with 1 scenario, 6 mechanisms, and 3 quality tiers and evidence-gated validation.

Evidence status: Accepted runtime evidence is available for the published contract represented by this demo.

Readiness & remaining fixes 5

Declared evidence work remains. Overall implementation status does not establish individual runtime or performance claims.

  1. P0Define and measure the target performance contract

    The full, budgeted, minimum tiers have no accepted frame target. Record named device/browser/GPU, viewport, DPR, sustained CPU/GPU/presentation p50 and p95, deadline misses, memory, and settled quality. Submission time is not GPU timing.

    tiers[].frameTargetMs
  2. P0Storage Buffer capability proof

    origin storage is part of the camera-rig controller contract; dedicated storage binary ledger residual for full acceptance.

    capabilityRequirements.storage-buffer
  3. P0MRT Readback runtime proof

    MRT attachment recipes residual; primary presentation readbacks only on this package.

    runtimeProof.mrt-readback
  4. P0Origin Storage Readback runtime proof

    origin storage binary ledger residual for full acceptance.

    runtimeProof.origin-storage-readback
  5. P0Current Adapter GPU Timestamp runtime proof

    timestampQueriesActive remains false for correctness profile; GPU timing is not accepted as performance evidence.

    runtimeProof.current-adapter-gpu-timestamp

Use the linked skill and source to inspect route ownership and evidence classification before treating this presentation as an accepted implementation.

Owning skill
Camera Controls And Rigs
Published routes
1 scenarios · 6 mechanisms · 3 quality tiers

Supported mechanisms

  • scale-aware-framing — Scale Aware Framing
  • handoff-and-replay — Handoff And Replay
  • pointer-orbit-and-collision — Pointer Orbit And Collision
  • floating-origin — Floating Origin
  • projection-and-depth — Projection And Depth
  • shared-jitter-and-velocity — Shared Jitter And Velocity