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@mrdoob mrdoob commented Nov 4, 2025

Description

Changes

  • Better variable names (mean, variance, d, p_max) for clarity
  • Removed redundant outer clamp() - result is already guaranteed to be in [0,1]
  • Pre-computed constant (0.65 instead of 0.95 - 0.3)
  • Early return optimization for fully lit pixels
  • Fixed variance epsilon from 0.00000 to 0.0000001 to actually prevent division by zero

Benefits

  • Slightly better performance: Fewer operations per pixel
  • Improved numerical stability: Proper epsilon prevents division by zero and NaN issues
  • More maintainable: Clearer variable names and better code structure
  • Identical visual output: All changes are mathematically equivalent to the original

@mrdoob mrdoob added this to the r182 milestone Nov 4, 2025
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github-actions bot commented Nov 4, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 355.14
86.33
355.01
86.3
-136 B
-26 B
WebGPU 609.62
170.99
609.62
170.99
+0 B
+0 B
WebGPU Nodes 608.23
170.72
608.23
170.72
+0 B
+0 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 486.77
121.07
486.63
121.05
-136 B
-26 B
WebGPU 678.47
186.28
678.47
186.28
+0 B
+0 B
WebGPU Nodes 620.47
169.54
620.47
169.54
+0 B
+0 B

@mrdoob
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mrdoob commented Nov 4, 2025

Maybe #32180 makes VSM shadows redundant too...

@Mugen87
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Mugen87 commented Nov 4, 2025

VSM can blur the shadow map as a whole which a great quality advantage over PCF. Also in #32180, you see the noise structure especially with larger radii at the shadow edges because there is no denoise or temporal filtering in place. Depending on the scene and how closely you look at the shadows, that could be considered as a quality issue (and a reason for using VSM).

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3 participants