THREE.JS / FOUNDATIONS 175

The winner still needs a material.

A visibility buffer gives the resolve pass a primitive. UVs, normals, surface values, and environment light turn that primitive into a surface.

Initializing material paths0 / 2 ready

Preparing storage attributes, a NodeMaterial resolve, and a CPU reference...

WEBGPU IBL RESOLVEstarting
WEBGL2 CPU REFERENCEstarting

resolve pipeline

Choose the surface output.

Awaiting both paths.

WebGPU reconstructs interpolated attributes from the winning triangle and feeds a MeshStandardNodeMaterial. The WebGL2 panel is an explicit CPU/DataTexture reference; pixel equality is not claimed.

WebGPUWebGL2
execution
——
material
——
environment
——
passes
——
draws
——
01read winner
02rebuild attributes
03shade surface

Compact 160×96 material resolve · official boundary: 15,625 instances, 16/17-bit visibility, six LOD ratios, 16-level HZB.

Pinned official compute-rasterizer IBL source

LAB 175 / RASTERIZER IBL