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The purpose of this ticket is to track progress towards the next major release and to let people know where things are headed.

Before v7 (non-breaking)

  • Modularize convolution operators Implement different blur operators as passes
  • Implement bilateral blur (depth-based)
  • Implement Gaussian blur (for completeness)
  • Implement mipmap blur (for BloomEffect)
  • Move effect analysis from EffectPass to Effect class
  • Use internal timer, let user provide a custom timer

Into v7 (breaking)

  • Implement BufferManager and GeometryBuffer
  • Create IO interface for passes and effects
  • Remove EffectAttributes
  • Reduce amount of predefined uniforms in EffectMaterial
  • Refactor EffectComposer into RenderPipeline for pass grouping and swapping
  • Use render hooks to run passes, promote use of renderer.render()
  • Drop support for older versions of three
  • Remove deprecated classes, fields and methods
  • Remove code that was added for backwards compatibility
  • Move away from getter/setter properties #349
  • Convert to TypeScript, add more examples to doc comments
  • Remove CJS bundles, change type to module

After v7

  • Implement Dual Kawase blur
  • Add fringe, gain and alternative blur kernels to DepthOfFieldEffect
  • Add film grain to NoiseEffect
  • Study ASSAO to improve SSAOEffect
  • Make ShockWaveEffect depth-aware
  • Add LensFlareEffect
  • Add GlareEffect

Requires MRT & NodeMaterials (currently in Limbo)

  • Implement ReflectionEffect (SSREffect) and RefractionEffect
  • Implement selective MotionBlurEffect
  • Fix MSAA artifacts in depth-based effects like SSAO

Issue Analytics

  • State:open
  • Created 3 years ago
  • Reactions:18
  • Comments:23 (15 by maintainers)

github_iconTop GitHub Comments

12reactions
vanruesccommented, Jul 20, 2021

This issue has been on hold for a while now so I understand why people would like to know when things will start moving again. Since this is a hobby project with no financial backing, there is no ETA. I’d really like to continue working on this project right away, but work and other real-life issues take priority. I’m currently aiming for October/November to finally tackle this roadmap.

@marcofugaro I’m sure that @sayduck-daniel didn’t mean to be pushy with his comment and I’m happy that people are interested in this project ❤️

4reactions
vanruesccommented, Mar 9, 2022

I went with Patreon because they handle taxes, unlike GitHub Sponsors. And opencollective seemed more appropriate for teams.

just putting it out there but https://github.com/pmndrs would also always be open for you.

I’d be happy to join 👍

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