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threejs-complete-set-of-skill

threejs-complete-set-of-skill 收录了来自 linegel 的 27 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。

已收集 skills
27
Stars
4
更新
2026-07-16
Forks
1
职业覆盖
2 个职业分类 · 已分类 100%
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这个仓库中的 skills

threejs-ambient-contact-shading
软件开发工程师

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.

2026-07-16
threejs-black-holes-and-space-effects
软件开发工程师

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.

2026-07-16
threejs-bloom
软件开发工程师

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.

2026-07-16
threejs-choose-skills
软件开发工程师

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.

2026-07-16
threejs-compatibility-fallbacks
软件开发工程师

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.

2026-07-16
threejs-debugging
软件开发工程师

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.

2026-07-16
threejs-exposure-color-grading
软件开发工程师

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.

2026-07-16
threejs-image-pipeline
软件开发工程师

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.

2026-07-16
threejs-object-sculptor
软件开发工程师

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.

2026-07-16
threejs-particles-trails-and-effects
软件开发工程师

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.

2026-07-16
threejs-procedural-buildings-and-cities
软件开发工程师

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.

2026-07-16
threejs-procedural-creatures
软件开发工程师

Compile procedural creatures for Three.js WebGPU/TSL. Use for generated body surfaces, semantic rigs or creature locomotion, or repeated procedural populations.

2026-07-16
threejs-procedural-fields
软件开发工程师

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.

2026-07-16
threejs-procedural-materials
软件开发工程师

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.

2026-07-16
threejs-procedural-motion-systems
软件开发工程师

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.

2026-07-16
threejs-procedural-planets
软件开发工程师

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.

2026-07-16
threejs-procedural-vegetation
软件开发工程师

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.

2026-07-16
threejs-rain-snow-and-wet-surfaces
软件开发工程师

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.

2026-07-16
threejs-sky-atmosphere-and-haze
软件开发工程师

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.

2026-07-16
threejs-spectral-ocean
软件开发工程师

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.

2026-07-16
threejs-visual-validation
软件质量保证分析师与测试员

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.

2026-07-16
threejs-volumetric-clouds
软件开发工程师

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.

2026-07-16
threejs-water-optics
软件开发工程师

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.

2026-07-16
threejs-camera-controls-and-rigs
软件开发工程师

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.

2026-07-16
threejs-dynamic-surface-effects
软件开发工程师

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.

2026-07-16
threejs-procedural-geometry
软件开发工程师

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.

2026-07-16
threejs-scalable-real-time-shadows
软件开发工程师

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.

2026-07-16