THREE.JS / FOUNDATIONS — WEBGPU PMREM SCENE
Bake the scene.
A bounded implementation of the official scene-derived PMREM contract: render a cube-lit source scene into a filtered target, then sample that target through a native node or explicit WebGL2 preview.
Initializing scene PMREM—
Preparing six cube faces, source markers, and the scene target.
Study issue
- BACKEND
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- FACES
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- TARGET
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- PIPELINE
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- SOURCE
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- SAMPLE
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Scene-derived PMREM controlsFROM SCENE / TSL
Scene PMREM contract
Native WebGPU follows the pinned example with CubeTextureLoader, six source markers, PMREMGenerator.fromScene(scene), pmremTexture(sceneRT.texture, normalWorld, uniform(.5)), and a node-backed preview sphere. WebGL2 keeps an explicit derived-target material reference.
Derived from the pinned official WebGPU PMREM scene example. This bounded study uses local deterministic cube-face fixtures instead of Park3Med and does not claim the official Inspector, exact page/pixels, device/performance coverage, or whole-example fidelity.