threejs-image-pipeline skill (Threejs-Awesome-Graphics-Agent-Skills)
- Install
- SKILL.md (verbatim)
- Signal order
- Rules
- Routing boundary
- Other files in this skill
- references/production-image-pipeline.md (verbatim)
- Contents
- WebGPU whole-scene graph
- Selective gallery graph
- Depth-prepass composer graph
- Temporal-surface effect-local graph
- Buffer and ownership rules
- Resolution policies
- Failure analysis
- Diagnostics
What it does. Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics. Part of scottstts/Threejs-Awesome-Graphics-Agent-Skills (scottstts/Threejs-Awesome-Graphics-Agent-Skills).
| Upstream | scottstts/Threejs-Awesome-Graphics-Agent-Skills |
| Skill file | skills/threejs-image-pipeline/SKILL.md |
| License | MIT |
| Author | Scott Sun (scottstts) |
| Fetched | 2026-09-10 |
Install
npx skills add scottstts/Threejs-Awesome-Graphics-Agent-Skills --skill threejs-image-pipeline, or copy the skill folder into~/.claude/skills/threejs-image-pipeline/.- Raw file:
curl -sL https://raw.githubusercontent.com/scottstts/Threejs-Awesome-Graphics-Agent-Skills/HEAD/skills/threejs-image-pipeline/SKILL.md
SKILL.md (verbatim)
name: threejs-image-pipeline
description: Build a deliberate final-image pipeline for advanced Three.js scenes. Use for depth, normal, albedo, and history ownership; GTAO or bent normals; bloom; eye adaptation; tone mapping; 3D LUT grading; effect-local render targets; and pass diagnostics.
Image Pipeline
Use this skill only when composing several image-space systems or defining shared buffers. For one effect, load its atomic skill instead.
Load:
$threejs-screen-space-ambient-occlusionfor GTAO, bent normals, denoising, or AO application;$threejs-bloomfor HDR extraction and bloom;$threejs-exposure-color-gradingfor metering, adaptation, tone mapping, LUTs, and output conversion.
The pipeline must expose its signals and ordering. Do not install a pile of effects and tune the final frame blindly.
Signal order
scene HDR color + depth + normals + albedo where required
→ lighting-related screen effects
→ atmosphere/transparency composition
→ bloom
→ exposure
→ tone mapping
→ grading
→ lens/presentation effects
→ output conversion
Read references/production-image-pipeline.md for four production pass graphs, their buffer/resolution contracts, and the ownership boundaries between whole-scene and effect-local graphs.
Rules
- Tone-map once.
- Keep HDR bloom before tone mapping.
- Meter exposure from a small luminance target, not the final 8-bit screen.
- Separate direct and indirect light before applying bent-normal ambient tint when possible.
- Upsample low-resolution effects with depth/normal-aware weights.
- Build pass toggles and effect-only views before tuning.
- UI rendered in the same target needs an explicit protection strategy.
- Do not load all atomic post skills by default. Route only the effects actually requested.
Routing boundary
Use this skill when multiple image-space systems must share buffers, ordering, or output ownership. For one isolated effect, use its atomic skill without loading this coordinator.
Other files in this skill
references/production-image-pipeline.md (verbatim)
Production image-pipeline contracts
Use this reference to compose shared scene buffers, lighting effects, atmosphere, bloom, exposure, tone mapping, grading, and feature-local render targets with explicit ownership.
Contents
- WebGPU whole-scene graph
- Selective gallery graph
- Depth-prepass composer graph
- Temporal-surface effect-local graph
- Buffer and ownership rules
- Resolution policies
- Failure analysis
- Diagnostics
WebGPU whole-scene graph
When GTAO is enabled, the scene pass writes MRT:
output HDR color
view-space normal
diffuse albedo
depth
Graph:
scene MRT
-> reduced GTAO + bent normal
-> full-resolution bilateral/lighting composite
-> atmosphere
-> bloom
-> adapted exposure
-> renderOutput / tone map
-> 3D LUT
-> FXAA
Near/far values, environment intensity, and environment texture remain updateable inputs. AO is applied through its dedicated composite rather than blindly multiplying the final image.
The atmosphere pass reconstructs view/world position from depth, classifies sky, and owns aerial haze, height fog, sun disc/shaft, lens flare, and distance grading. Its optional post-process cloud shadow is explicitly disabled in its configuration, avoiding duplicate ownership with material lighting.
Selective gallery graph
The gallery scene — the sculpted-gallery-frame example under
$threejs-procedural-geometry — owns three composers:
neon selective bloom
chandelier selective bloom
base + final additive composite + OutputPass
Selective renders use layer membership plus temporary black material
substitution with try/finally restoration. CSS3D content is rendered by a
separate renderer after WebGL when invalidated.
Shadows use VSM and manual invalidation:
shadowMap.autoUpdate = false
shadowMap.needsUpdate = true only after relevant scene/light changes
This is a bounded-scene optimization. It depends on every moving caster and light correctly invalidating the cache.
Depth-prepass composer graph
This graph renders a separate depth prepass into a depth-stencil target before the composer passes:
depth prepass target
main render
SSAO
volumetric lighting
bloom
lens flare
fog/color grading
The depth target uses nearest filtering and a
DepthStencilFormat/UnsignedInt248Type depth texture. Every depth consumer
receives that same texture.
The composer recalculates effective pixel dimensions from renderer pixel ratio and resizes the depth target and all passes together.
The composer can exist alongside another application post path. Verify the actual render-loop call path before claiming that this graph owns runtime output.
Temporal-surface effect-local graph
The temporal frost graph is not a whole-scene post stack. It is a self-contained material effect:
scene at full resolution
-> vertical blur at 0.4 DPR
-> horizontal blur at 0.4 DPR
-> frost composite at full resolution
-> pointer history write/swap at full resolution
-> final normal/refraction output
Three static procedural texture targets render once. This is a feature-local example of mixing persistent, static, low-resolution, and full-resolution signals in one feature.
Buffer and ownership rules
Before implementation, write:
| Signal | Producer | Consumers | Space/format | Resolution | History |
|---|---|---|---|---|---|
| HDR scene | scene pass | AO/atmosphere/bloom | linear HDR | full | no |
| depth | scene or prepass | AO/fog/flare | renderer-defined | full | no |
| normal | MRT/geometry | AO composite | view space | full | no |
| albedo | MRT | indirect composite | linear | full | no |
| bloom contributions | selective passes | final composite | HDR | full/pyramid | no |
| exposure | meter | final color | scalar | 64x36 source | adapted |
| interaction | ping-pong pass | frost/output | half-float | full | yes |
Every signal has one producer. If a scene pass already owns depth and normal, do not add an uncoordinated duplicate prepass without measuring the reason.
Resolution policies
The gallery caps DPR from both device and pixel budget:
mobile budget = 1,000,000 pixels, max DPR 1.25
desktop budget = 1,650,000 pixels, max DPR 1.5
minimum DPR = 1
budget DPR = sqrt(pixelBudget / CSS pixel count)
All composers receive the same selected DPR and CSS size.
The temporal frost graph instead gives individual passes fixed roles:
blur and coarse noise = 0.4 DPR
composite, history, output = display DPR
Choose global DPR budgeting for scene cost and per-pass scaling for effect bandwidth. They solve different problems.
Failure analysis
- WebGPU pipeline API names are version-sensitive;
PostProcessingwas renamed and deprecated in favor ofRenderPipelinein current Three.js history. - The gallery's selective bloom renders the scene multiple times.
- The gallery's manual shadow invalidation can freeze unregistered motion.
- The depth prepass renders regular scene materials, not an explicit depth override; verify transparent and alpha-tested behavior.
- A standalone composer graph may not be the active runtime path; verify the render-loop call path.
- The frost blur must guard its weight normalization and scale pointer decay
by delta time; the
$threejs-temporal-surfacesfrost example does both. - None of these graphs provides a complete velocity/motion-vector contract for general temporal effects.
- Do not advertise velocity ownership or TAA merely because a generic pipeline could include them.
Diagnostics
Expose a graph inspector or equivalent stable views:
scene HDR
depth raw and reconstructed
normal/albedo MRT
GTAO and bent normal
atmosphere only
each selective bloom contribution
exposure meter and current exposure
pre/post tone map and LUT
frost static/history/composite targets
pass resolution, format, memory, and GPU time
manual invalidation state
The pipeline is accepted only when every enabled pass has a named input, output, owner, resolution, and disable path.
Back to scottstts/Threejs-Awesome-Graphics-Agent-Skills or Agent skills.