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.
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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 -
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 -
P0GPU Timestamps runtime proof
performanceCompliance remains INSUFFICIENT_EVIDENCE; no accepted GPU p95 timestamp claim is published.
runtimeProof.gpu-timestamps -
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 Wakeimpact-sparks— Impact Sparksdebris-dissolve— Debris Dissolvegpu-pool-and-compaction— GPU Pool And Compactionindirect-draws— Indirect Drawshdr-emissive-and-depth— HDR Emissive And Depth- 1 additional mechanisms are documented by the owning skill.