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threejs-complete-set-of-skill
threejs-complete-set-of-skill contient 27 skills collectées depuis linegel, avec une couverture métier par dépôt et des pages de détail sur le site.
Skills dans ce dépôt
Ground indirect lighting with ambient visibility in Three.js r185 WebGPU/TSL. Use when choosing authored material AO, dynamic GTAO, forward-lighting placement, reduced-resolution reconstruction, temporal AO, or bent normals.
Build curved-ray space effects in Three.js WebGPU/TSL. Use for artistic ray bending, Ellis wormholes, Schwarzschild black-hole lensing, accretion disks, physical thin-disk transport, or requests that need the Kerr/rotating-black-hole support boundary.
Bloom scene-linear HDR in Three.js WebGPU/TSL. Use when choosing optical full-scene glare, selective or hybrid contributors, transparent contribution blending, or viewport, exposure, and performance gates for BloomNode.
Route multi-system Three.js WebGPU/TSL work to the smallest causal skill set. Use when a request spans multiple systems, needs shared pass/output ownership, or needs scene-wide performance coordination.
Fallback unavailable WebGPU features through an isolated compatibility branch. Use only when the user explicitly asks how to handle an initialized non-WebGPU backend; then classify canonical behavior as preserved, weakened, or removed.
Diagnose unexpected Three.js WebGPU/TSL runtime, rendering, API, asset, or version behavior. Use for a concrete failure, a suspected upstream regression or known issue, or a choice among an application fix, released upgrade, bounded workaround, upstream report, and blocker.
Meter and grade scene-linear Three.js WebGPU images. Use for choosing fixed or automatic exposure; adapting EV on the GPU; assigning tone-map and output conversion; or placing and validating 3D LUTs.
Coordinate Three.js WebGPU/TSL final-image graphs. Use when effects share scene-pass signals or output ownership, when choosing MRT versus reconstruction or narrow passes, when admitting temporal history, or when whole-graph budgets and lifetimes decide the design.
Sculpt reference-image objects into procedural Three.js models. Use for reconstruction feasibility, procedural build planning, code-native implementation, or animation-, collider-, and destruction-ready structure from one or more object views.
Representation-first Three.js WebGPU/TSL particles, ribbon or history trails, and effects. Use for analytic or recurrent particle motion, stable-slot or scan-compacted GPU pools, flow-conforming shells and wakes, dissolving debris, or effect-specific HDR and depth integration.
Compile procedural buildings, cities, and semantic site assemblies in Three.js r185 WebGPU/TSL. Use for building massing and facades, city-scale architectural batching and LOD, or deterministic placement of heterogeneous site assets around architecture.
Compile procedural creatures for Three.js WebGPU/TSL. Use for generated body surfaces, semantic rigs or creature locomotion, or repeated procedural populations.
Procedural fields for coherent scalar and vector causes in Three.js WebGPU/TSL. Use when a task needs shared causes across materials, geometry, or compute; must choose direct evaluation versus a baked field; needs deterministic CPU/TSL parity and footprint filtering; or needs metric signed-distance terrain and coast analysis.
Procedural materials for coherent NodeMaterial PBR systems in Three.js WebGPU/TSL. Use when a task needs shared identities across PBR channels, must select UV, array, atlas, or projected mapping, needs footprint-filtered normals and specular AA, or needs dynamic per-instance material state with explicit output ownership.
Animate semantic state with deterministic Three.js WebGPU/TSL motion. Use for launch or staging kinematics, seekable transform timelines, recurrent fixed-step motion, frame-rate-independent follow, GPU-resident instance motion, moving-frame docking or reparenting, and environment-driven actors.
Scale procedural planetary bodies in Three.js r185 WebGPU/TSL. Use when global curvature needs a cube-sphere quadtree, a sustained ground view needs a tangent clipmap, an orbit-to-ground transition needs both, or a gas-giant cloud deck needs body-scale band fields.
Compile procedural vegetation for Three.js WebGPU/TSL. Use for dense grass and ground-cover populations, structured tree growth and rooted wind, or terrain-aware ecological placement.
Couple Three.js WebGPU/TSL rain, snow, and wet surfaces. Use for airborne precipitation motion, physical surface deposition, persistent snow or wetness state, weather-driven ripple normals, or impact splashes.
Build sky, atmosphere, and haze in Three.js WebGPU/TSL. Use for authored sky/fog, planetary scattering, depth-aware aerial perspective, or atmosphere-derived sun/sky lighting.
Synthesize broad-band offshore seas with spectral FFT cascades in Three.js WebGPU/TSL. Use for homogeneous directional wind sea or swell, transported foam history, bounded CPU surface queries, or offshore forcing of a separate coastal model.
Validate Three.js WebGPU/TSL implementations against falsifiable claims. Use for visual or mechanism correctness, temporal behavior, target performance or GPU attribution, resource ownership, and lifecycle stability.
Build volumetric clouds in Three.js WebGPU/TSL. Use for weather-shaped density, bounded cloud raymarching, cloud optical-depth shadows, cloud-specific temporal reconstruction, or causal cloud precipitation emission.
Solve bounded and coastal water in Three.js WebGPU/TSL. Use for parametric waves, local heightfields, bathymetric wave transport, wet/dry shallow water, two-way body coupling, external free-surface presentation, or water optics and offshore handoffs.
One-writer camera rigs for Three.js WebGPU. Use for bounds-derived perspective or orthographic framing; control and cinematic handoffs; temporal jitter and reset ownership; or camera-relative large-world coordinates.
State-transition screen-space surface effects for Three.js WebGPU/TSL. Use for persistent touch, frost, or thaw history; full-field or sparse accumulation; static crystalline fields; reduced-resolution blur; or history-gated normal refraction.
Procedural geometry compilation for Three.js WebGPU/TSL. Use when a task needs an indexed mesh writer, contour-derived terrain or terraces, profile or branch sweeps, or a BatchedMesh, InstancedMesh, or dynamic-update decision.
Fit scalable directional cast shadows in Three.js r185 WebGPU/TSL. Use when choosing one bounded shadow, CSM, tiled arrays, or cached clipmaps; stabilizing projection, filtering, or bias; or fixing invalidation, caster parity, bindings, or sustained cost.