这是一个使用 WebGPU、Babylon.js 和手写 WGSL 实现的实时雪景渲染技术演示,所有几何、着色和动画均在加载时由 GPU 过程化生成。

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开源协议

MIT

最近更新

2026-07-28

AI 仓库情报摘要
FR-AI / ANALYSIS

为什么值得关注

该仓库展示了大量前沿渲染技术——clipmap 地形、过程化雪着色、累加地形变形、基于 IK 的过程化角色、无粒子的滑浪尾迹以及完整的后处理链——全部实时运行在 WebGPU 上,且无需任何外部资源。

适合谁使用

  • 图形程序员与渲染工程师
  • WebGPU 早期采用者与爱好者
  • 对过程化内容生成感兴趣的游戏开发者
  • 实时渲染领域的技术美术与研究人员

典型使用场景

  • 学习高级实时渲染技术(如 clipmap、PCSS、过程化动画)
  • 在 WebGPU 中原型雪地环境或天气效果
  • 在现代 GPU 上对 WebGPU 性能进行基准测试
  • 构建完全过程化(无纹理、无网格)场景的教育参考

项目优势

  • 完全过程化:无网格、纹理、HDR 图或动画数据;所有内容在加载时由 GPU 生成
  • 高性能与低绘制调用:约 35.3 万三角形,15–19 个绘制调用,RTX 5070 Ti 上 GPU 帧时间约 3.22 毫秒
  • 每个系统(地形、雪着色、变形、角色、法术、后处理)均有详细文档
  • 基于 MIT 许可,无第三方资源,本地运行依赖极少(Vite、Babylon.js)

使用前须知

  • 需要支持 WebGPU 的桌面浏览器以及独立或较新的集成 GPU;无 WebGL 回退
  • 硬件要求较高:约 350 MB 显存和现代 GPU 才能获得实时性能
  • 技术演示性质:非生产级游戏引擎或可复用库;代码与演示场景紧密耦合

README 快速开始

SNOWFLOW

A real-time snow rendering tech demo. WebGPU, Babylon.js, hand-written WGSL. Everything you see is generated on the GPU at load time — there are no textures, no meshes, no HDRIs and no animation data in this repository.

snowflow-lilac.vercel.app

Requires a WebGPU-capable desktop browser (Chrome/Edge 113+, Firefox 141+, Safari 26+) and a discrete or recent integrated GPU. There is no WebGL fallback by design — if navigator.gpu is missing the page says so and stops.


Controls

Clickcapture the pointer
W A S Dmove, relative to the camera
Mouselook · Wheel zoom
Shiftsprint
Right mouse (hold)snow-surf — carve across the field and throw a wake
15the five spells (2 is a held cast)
F1 or `settings and performance overlay

The overlay exposes every art parameter as a live slider — sun angle, wind bearing, subsurface radius, deformation depth, tonemap curve, exposure — plus a frame-time graph with median / 95th / 1% low, draw calls, triangles and a per-system CPU breakdown. Every system can be toggled off individually, and there are debug views for normals, depth, cascade coverage, the deformation buffer and the raw shadow map.


What it does

Terrain

A nested-ring geometry clipmap: 8 rings, 8.5 cm inner spacing, ~870 m radius, 333k triangles — one static mesh, one draw call. Vertices carry only (gridIndex, ringLevel); world placement, CDLOD morphing and displacement all happen in the vertex shader, so there is no CPU rebuild and no per-frame upload.

The heightfield underneath it is layered gradient noise with analytic derivatives, anisotropic about a single prevailing wind: broad transverse dune ridges, a long low swell, medium drifts sheared along the wind for lee-face asymmetry, and sparse rock outcrops. It bakes once into a 4096² RG32F texture and is mirrored back to the CPU, so character grounding samples exactly the surface that is drawn rather than a re-implementation of it.

Snow shading

Multi-scale normals — baked macro slope, analytic sastrugi and ripples, three tiled detail scales, triplanar on steep faces — over wrapped diffuse, a back-scatter subsurface term with depth-dependent blue tint, GGX specular, SH ambient with a solved snow bounce, and procedural view-

项目描述

A real-time procedural snow rendering demo built with WebGPU, Babylon.js and hand-written WGSL. Features GPU-generated terrain, snow deformation, procedural characters, cloth, surf wakes, water spells, atmosphere and post-processing—without textures, meshes, HDRIs or animation assets.

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