# GTAO and bent-normal pipeline Use this reference for a bounded-cost WebGPU/TSL ambient-visibility pass with half-resolution horizon integration, bent normals, bilateral reconstruction, and directional ambient tint. ## Contents 1. Preserve the actual budget 2. Preserve the depth convention 3. Preserve world-radius projection 4. Rotate two horizon slices per pixel 5. Keep horizon angle and distance falloff separate 6. Treat the bent direction as an observed heuristic 7. Own gather rendering state 8. Upsample with the exact kernel 9. Apply AO only to reconstructed indirect light 10. Verify view/world transform semantics 11. Temporal behavior 12. Required diagnostics ## 1. Preserve the actual budget The gather uses: ```text resolution scale 0.5 × 0.5 slices 2 steps per side 4 sides per slice 2 depth taps 16 per half-resolution pixel target RGBA16F RGB bent direction encoded to [0, 1] A scalar visibility, 1 = open ``` Half linear resolution means one quarter of full-resolution fragments. The implementation targets an approximately `2 ms` budget by combining: - half-resolution gather; - few slices; - interleaved-gradient-noise rotation; - direct UV marching; - one view-position reconstruction per tap; - sky early-outs in gather and composite. Do not increase slices first. Validate whether the bilateral pass and stable rotation already remove directional structure. ## 2. Preserve the depth convention The implementation uses reversed depth: ```text sky threshold 0.000001 maximum reconstruction 0.999999 ``` Sky is cleared to zero. Far terrain remains above the sky threshold. Gather: ```text if rawDepth <= 1e-6: output visibility = 1 output encoded bent = encoded view normal skip all 16 taps ``` Composite clamps depth to `[0, 0.999999]` before linearization so sky neighbours do not create extreme view-Z values. Do not port these thresholds to a forward-depth target unchanged. ## 3. Preserve world-radius projection Default controls: ```text radius 0.5 m intensity 1.0 power 1.6 thickness 0.35 m in view Z bentNormalStrength 0.6 ``` The horizontal projection scale is cached from: ```text camera.projectionMatrix.elements[0] ``` and refreshed every frame. World radius becomes UV reach: ```text radiusUv = radius * projectionScaleX / max(-viewPosition.z, 0.0001) * 0.5 radiusUv = clamp(radiusUv, 0.004, 0.08) ``` This clamp prevents near surfaces searching half the screen and stops far surfaces collapsing to a useless footprint. Observed adaptation issue: only the X projection term is used, then one scalar radius is applied to both UV axes. At unusual aspect ratios or asymmetric projections, derive a `vec2` reach from both projection axes. ## 4. Rotate two horizon slices per pixel For slice `i`: ```text noise = interleavedGradientNoise(screenCoordinate) angle = (i / 2 + noise) * PI sliceDirection = (cos(angle), sin(angle)) ``` The axis covers both positive and negative directions, so angles only span `PI`, not `2 * PI`. Step spacing: ```text t = (stepIndex + noise + 0.5) / 4 stepUv = sliceDirection * radiusUv * t ``` The shared noise rotates slices and jitters their radial positions. The pass has no temporal accumulation. Its stability depends on the noise being screen-stable and the full-resolution spatial composite. ## 5. Keep horizon angle and distance falloff separate For each positive and negative sample: ```text delta = sampleViewPosition - centerViewPosition distance = max(length(delta), 0.0001) falloff = saturate(1 - distance / max(radius, 0.0001)) ``` Accept the sample only when: ```text abs(delta.z) < thickness ``` Raw horizon cosine: ```text cosine = dot(delta, viewDirection) / distance ``` Apply distance falloff by mixing toward fully open: ```text horizon = mix(-1, cosine, falloff) maxHorizon = max(maxHorizon, horizon) ``` Do not multiply the cosine directly by falloff. Mixing toward `-1` weakens a distant occluder without changing the angle of a nearby one. Per slice: ```text positiveAngle = acos(clamp(positiveHorizon, -1, 1)) negativeAngle = acos(clamp(negativeHorizon, -1, 1)) visibility += saturate((positiveAngle + negativeAngle) / PI) ``` Final scalar: ```text visibility = visibility / 2 visibility = visibility ^ power visibility = saturate(mix(1, visibility, intensity)) ``` Disabling the pass sets intensity to zero; the gather still runs unless the owner removes or bypasses the node. If disabled cost matters, bypass the pass at pipeline construction or add an update/render gate. ## 6. Treat the bent direction as an observed heuristic For accepted samples, the gather accumulates: ```text bentDirection += normalize(delta) * saturate(cosine * falloff) ``` Then: ```text bent = normalize( mix( viewNormal, normalize(viewDirection + bentDirection), bentNormalStrength ) ) ``` The output stores `bent * 0.5 + 0.5`. Important objective finding: the accumulated vectors point toward accepted sample positions. A physically derived bent normal normally points toward unoccluded directions, so do not assume this sign convention is correct in an adaptation. Required validation: ```text place a flat receiver beside one vertical wall show geometric normal show decoded bent direction show environment sample direction verify the direction turns away from the blocked hemisphere ``` If it turns toward the wall, negate/rederive the directional accumulator before using it for environment lighting. ## 7. Own gather rendering state `GtaoNode.updateBefore()`: 1. saves/reset renderer state through `RendererUtils`; 2. reads drawing-buffer dimensions; 3. resizes the half-resolution target; 4. refreshes projection scale; 5. renders one fullscreen `QuadMesh`; 6. restores renderer state. Dispose both the target and node material. Do not let a post node leak render target, viewport, or material state into the main pipeline. ## 8. Upsample with the exact kernel The full-resolution composite gathers eight neighbours: ```text left, right, up, down four diagonals center omitted ``` Each weight is depth-only: ```text weight = exp(-abs(sampleViewZ - centerViewZ) / 0.5) ``` If total weight is above `0.01`, normalize the eight-sample sum. Otherwise use the center AO texel. This is an eight-neighbour `3×3` ring with the center skipped, not a cross. The rationale is to cover the four-pixel interleaved-gradient-noise repeat while sampling across half-resolution AO texels. Observed limitation: `screenTexelHint()` returns only: ```text 1 / screenWidth ``` and uses that scalar for both X and Y offsets. At non-square viewports the vertical step is wrong. Adapt as: ```text texel = vec2(1 / width, 1 / height) ``` Observed limitation: the filter has no normal-similarity weight despite having the normal buffer available later in the composite. Thin foreground/background contacts may need: ```text weight *= pow(saturate(dot(centerNormal, sampleNormal)), normalPower) ``` Add this only after confirming the depth-only kernel causes cross-edge leakage; normal buffers can be noisy at hard edges. ## 9. Apply AO only to reconstructed indirect light Do not multiply final scene color by AO. It approximates indirect light: ```text irradiance = PMREM sampled along bent direction at texture level 1 or fallback cavity color (0.55, 0.62, 0.78) indirectEstimate = albedo * environmentIntensity * irradiance indirect = min(indirectEstimate, sceneColor) direct = sceneColor - indirect ``` The clamp ensures direct light never becomes negative. Then: ```text occludedIndirect = indirect * visibility deviation = saturate(1 - dot(decodedBentView, geometricViewNormal)) tintAmount = deviation * (1 - visibility) * bentTintStrength bentTintStrength default = 0.35 tintedIndirect = mix( occludedIndirect, occludedIndirect * irradiance, saturate(tintAmount) ) output = direct + tintedIndirect ``` This keeps direct sun and most specular response out of the AO multiply. The indirect reconstruction is still approximate because it works from a forward-shaded scene color and an albedo MRT. Specular energy can leak into the `direct` residual. Prefer a renderer-provided indirect-diffuse signal when available. ## 10. Verify view/world transform semantics The composite decodes the bent direction in view space and calls: ```text transformDirection(bentView, cameraViewMatrix) ``` while describing the result as view-to-world. Matrix-direction semantics in TSL are version-sensitive. Verify the installed Three.js behavior with axis probes: ```text camera facing -Z: view (0, 0, 1) maps to expected world direction camera rotated 90 degrees: decoded bent direction rotates with the camera exactly once ``` Do not copy the matrix expression solely from the comment. ## 11. Temporal behavior This pipeline has no motion vectors, history target, reprojection, neighborhood clamp, or disocclusion rejection. Do not describe it as temporally accumulated GTAO. If adding temporal accumulation: 1. preserve raw half-resolution visibility and bent direction; 2. add representative depth/normal validity; 3. reproject with velocity; 4. clamp scalar visibility to the current neighborhood; 5. constrain bent history by angular deviation; 6. reset on camera cuts and resolution changes. First verify whether the current stable-noise plus bilateral pass already meets the target. Temporal history adds ghosting risk to moving procedural geometry. ## 12. Required diagnostics Expose: ```text raw reversed depth and linear view Z sky classification view normal projected radius UV/pixels slice angle and jitter positive/negative horizon cosine thickness acceptance distance falloff visibility before power/intensity raw encoded and decoded bent direction one-sided-wall bent-direction test eight bilateral sample depths and weights X/Y texel offsets upsampled visibility albedo and environment irradiance indirect estimate before/after scene-color clamp direct residual tint deviation and amount final direct versus indirect contribution GPU time for gather and composite ``` Failure diagnosis: ```text AO radius changes with distance incorrectly: world radius was replaced by a fixed pixel radius far surfaces lose all contact: projected radius was not clamped to a minimum thick silhouette halos: thickness or depth-only bilateral weights cross discontinuities vertical blur differs from horizontal blur: width-derived scalar texel size was used for Y bent tint points into walls: the observed accumulator sign was accepted without a one-sided-wall test sunlit surfaces become gray: visibility multiplied final scene color instead of reconstructed indirect disabled AO still costs the full pass: intensity was set to zero without bypassing gather rendering camera rotation changes tint incorrectly: view-to-world direction transform semantics were not verified ```