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powershot-threejs

v0.2.1

Published

Authentic digital camera ISP and analog signal post-processing for Three.js WebGPU.

Readme

powershot for three.js

Authentic digicam, analog tape and film emulation post-processing filters for Three.js.

Play live here.

https://cl0nazepamm.github.io/powershot-threejs/

Run

Install dependencies, then start the static dev server:

npm install
npm run dev

Requires WebGPU.

Use in your Three.js project

Install the package next to your existing Three.js app:

npm install powershot-threejs three

Create one pipeline for your renderer, apply a preset, and render a texture through it:

import * as THREE from "three/webgpu";
import { Pipeline, PRESETS, applyPreset } from "powershot-threejs";

const renderer = new THREE.WebGPURenderer({ canvas });
await renderer.init();

const powershot = new Pipeline(renderer);
powershot.setMode("analog"); // "analog" or "digital"
powershot.setSize(width, height); // internal processing resolution
applyPreset(powershot.ctx, PRESETS.powershot);

// Render `inputTexture` into the current canvas.
powershot.renderTexture(inputTexture, frame);

To keep the same on-screen scale while processing at a lower authentic analog resolution, keep your canvas CSS size fixed and pass the lower internal size to setSize().

For motion-picture film emulation, use FilmPipeline instead. It models a negative-to-print chain with film stocks, grain, halation, gate weave, flicker, print warmth, and negative inspection.

import * as THREE from "three/webgpu";
import { FilmPipeline, FILM_PRESETS, applyFilmPreset } from "powershot-threejs";

const renderer = new THREE.WebGPURenderer({ canvas });
await renderer.init();

const film = new FilmPipeline(renderer);
film.setSize(width, height);
applyFilmPreset(film.ctx, FILM_PRESETS.kodak_500t);

// Optional controls.
film.ctx.power.value = 1.0; // blends between source and film render
film.ctx.P.exposure.value = 0.0; // stops at the film plane
film.ctx.P.grainStrength.value = 1.0;
film.ctx.P.halStrength.value = 0.35;
film.ctx.P.negativeView.value = 0; // set to 1 to inspect the negative

film.renderTexture(inputTexture, frame);

For a normal Three.js scene, render your scene into a THREE.RenderTarget, then pass target.texture to renderTexture():

sceneRenderer.setRenderTarget(sceneTarget);
sceneRenderer.render(scene, camera);
sceneRenderer.setRenderTarget(null);

powershot.renderTexture(sceneTarget.texture, frame);

Useful controls:

  • powershot.ctx.power.value - blends between source and effect.
  • powershot.ctx.noiseScale.value - global noise scale.
  • powershot.ctx.P.jpegStrength.value - digital JPEG amount.
  • powershot.ctx.P.analogStrength.value - analog/VHS amount.
  • powershot.setOutputColorGrading({ brightness, contrast }) - final grading.

Structure

  • index.html - UI shell and import map for Three.js WebGPU.
  • src/index.js - public package exports.
  • src/main.js - demo bootstrap, controls, image loading, and render loop.
  • src/pipeline.js - reusable realtime ISP stages and WebGPU render passes.
  • src/film.js - reusable motion-picture film emulation pipeline and stock presets.
  • src/presets.js - camera preset values.
  • src/styles.css - app UI styles.
  • public/logo.png - PowerSHOT logo.
  • public/vibe coding.jpg - default test image.

Acknowledgements

  • NTSC
  • OpenISP