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@gcu/peel

v0.1.0

Published

Depth-peeling surface intersection engine for triangle meshes. CPU + WebGPU evaluators with BVH acceleration and optional Web Worker offload. Designed for geological section construction and similar column-query workloads.

Readme

peel

Depth peeling surface intersection engine for triangulated meshes against block models. Casts rays along a configurable axis, collects all intersection depths via depth peeling, and derives block classification from 1D interval arithmetic.

Complements winding — where winding provides robust inside/outside classification via a scalar field (ideal for imperfect meshes), peel provides the actual intersection geometry and is significantly faster for clean meshes on regular grids.

const { Peel } = await load("./ext/peel/index.js");

const p = await Peel.create({ worker: true, gpu: true });
p.setMesh(vertices, triangles);
const { proportions, flags, overflow } = await p.evaluate({
  origin: [-2.75, -2.75, -2.75],  // centroid of block (0,0,0)
  size: [0.5, 0.5, 0.5],
  count: [12, 12, 12],
}, { axis: 'z', surfaceType: 'closed', maxPeels: 16 });

API

Peel.create(opts?)

Create a Peel instance.

const p = await Peel.create({ worker: true, gpu: true });  // worker with GPU (recommended)
const p = await Peel.create({ worker: true });              // worker CPU only
const p = await Peel.create({ device: gpuDevice });         // main-thread GPU
const p = await Peel.create();                              // main-thread CPU

| Option | Default | Description | |--------|---------|-------------| | worker | false | Run evaluation in a Web Worker (off main thread) | | gpu | false | Let the worker request its own GPUDevice (requires worker: true) | | device | — | Explicit GPUDevice for main-thread WebGPU |

Same priority and tradeoffs as winding. Worker+GPU is recommended for interactive use (paced dispatches). Main-thread GPU saturates fully for batch use.

p.setMesh(vertices, triangles, opts?)

Load a triangle mesh. Builds a BVH on the main thread, copies data to worker if active.

  • vertices: Float32Array — flat [x0,y0,z0, x1,y1,z1, ...]
  • triangles: Uint32Array — flat [a0,b0,c0, a1,b1,c1, ...]

| Option | Default | Description | |--------|---------|-------------| | name | '_default' | Mesh name (for multi-surface workflows) | | maxLeafSize | 4 | BVH leaf size |

Returns { nodeCount, triangleCount, degenerateCount }.

p.evaluate(blockModel, opts?)

Evaluate a single mesh against a block model.

  • blockModel: { origin: [x,y,z], size: [dx,dy,dz], count: [nx,ny,nz] }

| Option | Default | Description | |--------|---------|-------------| | mode | 'proportion' | 'depths', 'flag', or 'proportion' | | axis | 'z' | Peel axis: 'x', 'y', or 'z' | | surfaceType | 'closed' | 'closed' (pair depths as in/out intervals) or 'open' (single intersection, classify below) | | maxPeels | 16 | Max intersection depths per ray. Must be even for closed surfaces. WGSL shader is recompiled when this changes. | | resolution | [1,1] | Sub-grid sampling on the grid plane [su, sv] | | mesh | '_default' | Which loaded mesh to evaluate | | onProgress | — | (fraction) => void — called per column row on all backends |

Returns depend on mode:

  • depths: { depths: Float32Array, counts: Uint32Array, overflow: number }maxPeels values per column, unused slots = +Infinity
  • flag: { flags: Uint8Array, overflow: number }
  • proportion: { proportions: Float32Array, flags: Uint8Array, overflow: number }

overflow is the number of columns where intersections exceeded maxPeels. Non-zero overflow means some results may be incorrect — increase maxPeels.

Block index layout: i + j * nx + k * nx * ny (same as winding).

p.evaluateMultiple(blockModel, opts?)

Evaluate multiple named surfaces against the same block model.

p.setMesh(topoVerts, topoTris, { name: 'topo' });
p.setMesh(wxVerts, wxTris, { name: 'weathering' });
const results = await p.evaluateMultiple(blockModel, {
  surfaces: ['topo', 'weathering'],
  axis: 'z',
  surfaceType: 'open',
});
// results.topo.proportions, results.weathering.proportions

p.getBVH(name?)

Get pre-built BVH data for sharing with other modules (e.g. winding). Returns { nodes: Float32Array, triIndices: Uint32Array } or null.

p.hasGPU / p.hasWorker

Booleans — same semantics as winding.

p.terminate()

Terminate the worker. Falls back to main-thread GPU or CPU.

buildBVH(vertices, triangles, opts?)

Low-level BVH construction. Same format and function as winding's buildBVH — the two modules share an identical BVH layout and can exchange pre-built trees.


Architecture

src/
  bvh.js      — BVH construction (identical to winding)
  cpu.js      — CPU ray-triangle intersection + depth peeling evaluation
  gpu.js      — WebGPU compute (WGSL ray traversal, dynamic maxPeels compilation)
  worker.js   — Web Worker (inlines CPU+GPU via Function.toString())
  main.js     — Peel class (high-level API)
build.js      — bundles src/ into index.js
index.js      — BUILD OUTPUT

Ray-triangle intersection: Moller-Trumbore algorithm. Each ray collects up to maxPeels intersection depths via insertion sort into a fixed-size array.

BVH ray traversal: stack-based iterative traversal with ray-AABB slab test for culling. Same flat node layout as winding (8 floats per node).

Interval classification: for closed surfaces, depths are paired as in/out intervals. For open surfaces, single intersection divides ray into above/below. Proportion computation is exact 1D interval overlap — no sampling along the ray axis, only lateral sub-sampling on the grid plane.

GPU dispatch: 1D, one thread per ray. Shader is recompiled when maxPeels changes (WGSL requires compile-time array sizes). Proportion accumulation uses atomic u32 counters with scale factor, same pattern as winding.


PEEL vs WINDING

| | PEEL | WINDING | |---|---|---| | Mesh quality | Clean (closed or single-sheet open) | Tolerant (holes, flipped normals) | | Speed on regular grids | Very fast — O(columns) | Slower — O(blocks x sub-grid) | | Output | Intersection geometry + classification | Scalar field + classification | | Open surfaces | Natural | Natural | | Failure mode | Column-wide misclassification | Local, graceful degradation | | Arbitrary query points | No (grid-aligned rays) | Yes |

Use PEEL for production meshes (clean, validated geometry). Use WINDING as a safety net for uncertain mesh quality.


Known issue: triangle edge artifacts

When a ray hits exactly on a shared edge between two triangles, floating-point precision determines whether it intersects triangle A, B, both, or neither. With regular surface and block grids, certain columns systematically align with edges, producing grid-pattern artifacts in proportions.

Mitigation: use resolution: [2, 2] — sub-rays at offset positions mostly avoid edges, and averaging gives correct proportions.

Roadmap

  • Watertight ray-triangle intersection — implement per Woop, Benthin, Wald (2013), "Watertight Ray/Triangle Intersection" (JCGT). Guarantees rays on shared edges hit exactly one adjacent triangle. Eliminates edge artifacts without resolution oversampling. Change is in src/bvh.js ray-triangle test (Moller-Trumbore → watertight).
  • Arbitrary ray direction — non-axis-aligned rays for oblique cross-sections and dipping geology
  • Section mode — cutting plane intersection returning polyline segments
  • Drillhole intersection — polyline rays, not grid-aligned
  • Horizontal slab processing — for block models exceeding GPU memory