threejs-volumetric-clouds · git:20260716.2ce13bc · 2026-07-16 · sha256 8e2a919f0308582f
threejs-volumetric-clouds git:20260716.2ce13bcA
Immutable. This exact content never changes and is served at /api/v1/blob/8e2a919f0308582f.
--- name: threejs-volumetric-clouds description: 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. --- # Volumetric Clouds Build a bounded volume whose broad mass comes from weather-scale causes, whose fine detail erodes that mass, and whose optical, shadow, and temporal errors are measurable. ## Process ### 1. Select the claim and workload branches State the claim first. Procedural weather, coverage, shape, and detail usually form an authored appearance model. Beer-Lambert attenuation is physical for the declared density and coefficients. Dual-lobe phase fits, octave multiple-scattering compensation, powder, and simple ground bounce remain approximations until validated against a transport reference. Select each independent workload branch: | Decision | Select | Evidence | | --- | --- | --- | | Local versus broad | full-resolution scissored march for a small projected bound; reduced-resolution march for broad coverage | complete-branch GPU cost and image error | | Full versus reduced current grid | full current grid for low reuse; reduced grid plus reconstruction for coherent broad clouds | current-sample, bandwidth, and reconstruction error | | Dense versus sparse | bounded adaptive march for dense occupancy; conservative macrocell DDA for sparse occupancy | saved samples exceed hierarchy build/traversal cost | | Receiver shadow | full-column 2D optical depth for ground/opaque receivers; short sun march or depth-aware light product for in-cloud samples | receiver query and transmittance error | | Precipitation | appearance-only cues; or causal liquid/ice emission consumed by `$threejs-rain-snow-and-wet-surfaces` | dimensioned emission, support, transport delay, and conservation error | For causal precipitation, publish liquid and ice mass flux in `kg m^-2 s^-1`, or interval-integrated areal mass in `kg m^-2`, explicitly identified with its sample interval, physical support, area/Jacobian convention, fall delay or transport model, owner, version, validity, conservation gate, and error. Otherwise label precipitation appearance-only and do not drive receiver accumulation. **Complete when:** all five decisions name the selected representation, the observable it serves, and a falsifiable cost or error gate; causal precipitation additionally has one dimensioned producer and consumer. ### 2. Define one optical and motion model Choose dimensionless shape density with `beta_s` and `beta_a` in `length^-1`, or physical mass density with mass-specific coefficients. Keep the convention end to end: In the equations below, beta names the coefficient matched to rho: inverse length for shape density, or area per mass for physical mass density. ```text sigma_s = rho * beta_s sigma_a = rho * beta_a sigma_t = sigma_s + sigma_a tau = integral sigma_t ds T_step = exp(-sigma_t*ds) DeltaL = T_acc * (j/sigma_t) * (1-T_step) ``` Use the zero-extinction limit `DeltaL = T_acc*j*ds`. Here `j` is source radiance per length. For direct light, distinguish finite-disc radiance, which needs a solid-angle integral, from a declared collimated irradiance convention. Normalize phase so `2*pi*integral_-1^1 p(mu)dmu=1`. Let `rayDirection` point camera-to-sample and `toSun` sample-to-sun; then `mu=dot(toSun,rayDirection)` makes `mu=1` forward scattering. Keep dual-lobe weights nonnegative with unit sum. Define one physics/render frame conversion, one metre scale, one cloud state clock, and one macro air velocity. Integrate velocity over elapsed simulation time; treat relative weather/shape/detail motion as bounded offsets from that macro advection. **Complete when:** a homogeneous slab is invariant to step partition and reaches the zero-extinction limit, phase quadrature normalizes with the expected forward direction, and two update cadences integrate the same motion trace within tolerance. ### 3. Build bounded, conservative density Keep active layers separate through altitude/profile, weather, shape, optical properties, and motion. Let a low-frequency weather field and compact vertical profile establish cloud mass. Apply shape at resolvable scales. Use detail as height-dependent erosion; it may roughen occupied boundaries but must preserve the weather/base-shape empty set used by the conservative bound. Integrate one macro offset and add bounded relative offsets: ```text macroOffset += integral u_air(t) dt weatherOffset = macroOffset + relativeWeatherOffset shapeOffset = macroOffset + relativeShapeOffset detailOffset = macroOffset + relativeDetailOffset ``` Intersect rays with the selected spherical shell, slab, OBB, or sparse-volume domain, then clamp the far end to the nearest opaque scene depth. Merge occupied altitude ranges and skip only their complementary gaps. For horizontal sparsity, build max-density macrocells that include weather, profiles, shape, warp reach, and every density-increasing operation. Average mips are appearance filters, not occupancy bounds. Read [references/density-and-marching.md](references/density-and-marching.md) for density equations, domain intersections, conservative skipping bounds, and step selection. **Complete when:** a debug view proves every skipped interval/cell is empty or inside the declared omitted-radiance bound, and brute-force versus accelerated marches agree on transmittance, HDR radiance, and first-contribution depth. ### 4. March and light the selected representation Write current scene-linear cloud radiance, transmittance, and the depth data needed by the selected temporal branch. Bound steps by optical depth, resolved field bandwidth, cell/layer exits, opaque depth, and the remaining cloud interval. Terminate when the maximum remaining HDR contribution fits the output error gate. On Three.js r185, run `await renderer.init()` and require `renderer.backend.isWebGPUBackend === true` before allocating or submitting compute/storage work. Then submit `Fn().compute(count)` through `renderer.compute()`. Use `StorageTexture` for 2D current/history/shadow products and `Storage3DTexture` only for writable volume fields. Treat `computeAsync()` as enqueueing rather than a completion fence. A `PassNode.setResolutionScale()` scales the whole pass, so keep the host scene at its required resolution and place reduced clouds in their own pass/resources. Compute cloud self-shadowing from cloud optical depth only. A ground receiver can use the full sun-ray column. An in-cloud sample needs optical depth from its own position, supplied by a short sun march, deep-opacity slices, or another depth-aware representation. Read [references/lighting-and-shadows.md](references/lighting-and-shadows.md) when the task includes scattering, atmosphere-derived light, phase fitting, cloud shadows, or shadow filtering. **Complete when:** step-halving and higher-light-sample controls fit the linear HDR error gate, the cloud-off control returns unit transmittance and zero cloud radiance, and each shadow query decodes the optical depth from its actual receiver position. ### 5. Reconstruct broad clouds For a reduced broad-coverage branch, store opacity-weighted representative depth and depth spread: ```text w_i = T_i * (1-T_step_i) z_bar = sum(w_i*s_i)/sum(w_i) variance_z = sum(w_i*(s_i-z_bar)^2)/sum(w_i) ``` Use one representative surface only for a unimodal contribution distribution. Use front depth plus moments or split histories for broad/multiple layers. Reproject an advected representative world point into the previous camera; host surface velocity is a different signal. Blend with frame-rate-independent current response: ```text alpha_current = 1-exp(-dt/responseTime) resolved = alpha_current*current + (1-alpha_current)*clippedHistory ``` Reject history outside the viewport or across depth/spread mismatch, camera cuts, projection changes, weather/topology discontinuities, encoding changes, and resolution/tier changes. Raise current response for disocclusion and low confidence. Variance-clip premultiplied linear HDR radiance and transmittance separately, then upsample with scene/cloud depth agreement. Read [references/temporal-reconstruction.md](references/temporal-reconstruction.md) when history, sparse phases, depth encoding, reset policy, or upsampling is in scope. **Complete when:** a translating-density control reprojects to the expected previous pixel, camera-cut/topology controls give history confidence zero, measured ghost decay matches the response model, and depth-edge upsampling does not cross the opaque surface. ### 6. Integrate the lighting and image handoffs Consume atmosphere lighting with its sample time, frame, quantity, unit, basis, support, filter, age, and error. Choose either direct light already attenuated by the atmosphere or an unattenuated source plus atmosphere transmittance. Multiply cloud-only transmittance and opaque visibility separately. Keep directional sky radiance distinct from hemispherical sky irradiance. Composite clouds before the host tone map: ```text C_out = L_cloud + T_cloud * C_scene ``` Use one `WebGPURenderer` and one host `RenderPipeline`. Write data resources with explicit format/filter/mip policy and `NoColorSpace`. Let the host `renderOutput()` or `outputColorTransform` own the one display conversion; mark the pipeline dirty after replacing a diagnostic output node. **Complete when:** an attenuation trace accounts for atmosphere, cloud, and geometry once each; cloud buffers remain linear HDR; and toggling clouds off returns the identical host image path. ### 7. Verify the system Verify: - homogeneous-slab transfer, zero-extinction limit, and phase normalization; - bounds, opaque-depth clamp, conservative skipping, and early-exit error; - fixed-seed weather mass, erosion, octave filtering, and advection continuity; - ground and in-cloud shadow decoding, cadence, and stale-product rejection; - translating density, depth encoding, history rejection, response time, and depth-aware upsample; - fixed-view HDR radiance, transmittance, silhouette, and halo against a higher-quality reference; - create, resize/tier-switch, history reset, GPU completion, and disposal. **Complete when:** every selected branch passes its numeric, temporal, visual, and lifecycle gates, and diagnostics identify current density, shadow, and history generations. ## Failure signatures | Symptom | Inspect | | --- | --- | | Porous smoke or boiling | weather mass cause, detail erosion, octave filter, or shared advection | | Brightness changes with step count | source units or transfer integration | | Cost scales with camera far plane | volume bound or opaque-depth clamp | | Density disappears under skipping | stale/nonconservative majorant | | Camera-motion trails | representative depth, cloud velocity, or rejection | | Flat/detached ground shadow | receiver representation, projection, or age | | Color changes after cloud toggle | duplicate tone map or output transform | ## Routing boundary This skill owns weather-shaped cloud density, bounded cloud transport, cloud-only optical-depth shadows, and cloud-specific reconstruction. Use `$threejs-sky-atmosphere-and-haze` for molecular/aerosol transport and the shared sun/sky source, `$threejs-image-pipeline` for scene signals and final output, `$threejs-rain-snow-and-wet-surfaces` for causal precipitation transport and receiver accumulation, and `$threejs-scalable-real-time-shadows` for opaque-geometry shadow maps.