WebGPU Pooled EffectsEvidence pending

Canonical Lab · Three.js 0.185.1

WebGPU Pooled Effects

Interactive Three.js WebGPU/TSL demo for WebGPU Pooled Effects, with 7 scenarios, 7 mechanisms, and 3 quality tiers and evidence-gated validation.

Evidence status: The implementation is available for technical review, but its native-WebGPU runtime and evidence gates remain incomplete.

Readiness & remaining fixes 4

4 open closure items. Loadable does not mean accepted or performance-valid.

  1. P0Define and measure the target performance contract

    The ultra, high, medium 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. P0Live Soft Depth Sampling runtime proof

    soft-depth occlusion quantitative gate was not claimed PASS in the correctness mechanismClaims ledger.

    runtimeProof.live-soft-depth-sampling
  3. P0GPU Timestamps runtime proof

    performanceCompliance remains INSUFFICIENT_EVIDENCE; no accepted GPU p95 timestamp claim is published.

    runtimeProof.gpu-timestamps
  4. P2Close tier-specific acceptance

    Validate and promote ultra, high, medium as independent visual and performance contracts without crossing their protected invariants.

    tiers[].acceptanceStatus

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

Owning skill
Particles, Trails, and Effects
Published routes
7 scenarios · 7 mechanisms · 3 quality tiers

Supported mechanisms

  • reentry-shell-and-wake — Reentry Shell And Wake
  • impact-sparks — Impact Sparks
  • debris-dissolve — Debris Dissolve
  • gpu-pool-and-compaction — GPU Pool And Compaction
  • indirect-draws — Indirect Draws
  • hdr-emissive-and-depth — HDR Emissive And Depth
  • 1 additional mechanisms are documented by the owning skill.