Native WebGPU Dense GrassAccepted

Canonical Lab · Three.js 0.185.1

Native WebGPU Dense Grass

Interactive Three.js WebGPU/TSL demo for Native WebGPU Dense Grass, with 7 scenarios, 3 mechanisms, and 4 quality tiers and evidence-gated validation.

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

Readiness & remaining fixes 1

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

  1. P0Define and measure the target performance contract

    The dense/ultra, dense/high, dense/medium, dense/low 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

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

Owning skill
Procedural Vegetation
Published routes
7 scenarios · 3 mechanisms · 4 quality tiers

Supported mechanisms

  • dense-grass-placement — Dense Grass Placement
  • dense-grass-wind-and-trampling — Dense Grass Wind And Trampling
  • dense-grass-lod-and-impostors — Dense Grass LOD And Impostors
initializing native WebGPU…