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//
// const s = createSession();
// s.on('stage', e => ...) // { stage, done, total, detail }
// s.on('metrics', e => ...) // { iter, splats, itersPerSec, psnrTrain, psnrHold }
// s.on('event', e => ...) // { kind: 'refine' | 'train-complete', ... }
// s.on('log', m => ...) // prose, for consoles
//
// await s.load(files); // File[] / Blob[] -> Frames
// await s.solve(); // SfM: cameras + sparse points
// await s.seed(); // Gaussians + WebGPU trainer
// s.start(); s.pause(); // the training loop (policy lives HERE)
//
// s.view.attach(canvas); // render target
// s.view.lookThrough(i); // camera = training frame i
// s.view.setCamera(pose); // free camera
// await s.exportPlyBlob(); // standard 3DGS .ply (opacity comp baked)
//
// All numeric policy that used to live in the demo page is here: iteration
// batching, auto-stop, refine cadence, blur exclusion, holdout choice, PSNR
// conversion, and the hidden-tab watchdog.
import { decodeFrames } from './io/frames.js';
import { isEquirect, sliceEquirect, faceSizeFor, probeImageSize, FACE_ROTS } from './io/pano.js';
import { runSfM } from './sfm/sfm.js';
import { initGaussians } from './gs/init.js';
import { GSTrainer } from './gs/trainer.js';
import { createGpu } from './gpu/context.js';
import { gaussiansToPly, bakeOpacityCompensation } from './io/ply.js';
/** world-space position of a camera pose {R, t} */
export function camPosition({ R, t }) {
return [
-(R[0] * t[0] + R[3] * t[1] + R[6] * t[2]),
-(R[1] * t[0] + R[4] * t[1] + R[7] * t[2]),
-(R[2] * t[0] + R[5] * t[1] + R[8] * t[2]),
];
}
/** Undistort training images in place (bilinear resample) so the pinhole
* trainer matches BA's distortion-corrected geometry. Returns true when a
* resample actually happened (|k| above the noise floor). Out-of-frame
* samples get a -1 sentinel the trainer excludes from the loss. */
export function undistortFrames(frames, recon) {
const { k1, k2 } = recon;
// below ~0.01 the estimated distortion is noise (synthetic GT k1=0 comes
// back as ~0.005) and resampling would only soften the targets
if (Math.abs(k1) < 0.01 && Math.abs(k2) < 0.01) return false;
for (const im of frames) {
const f = recon.fFeat * (im.tw / im.fw);
const cx = im.tw / 2, cy = im.th / 2;
const src = im.rgb;
const dst = new Float32Array(src.length);
for (let y = 0; y < im.th; y++) {
for (let x = 0; x < im.tw; x++) {
const xp = (x + 0.5 - cx) / f, yp = (y + 0.5 - cy) / f;
const r2 = xp * xp + yp * yp;
const D = 1 + k1 * r2 + k2 * r2 * r2;
const rx = f * xp * D + cx - 0.5;
const ry = f * yp * D + cy - 0.5;
const o = (y * im.tw + x) * 3;
if (rx < 0 || ry < 0 || rx > im.tw - 1.001 || ry > im.th - 1.001) {
dst[o] = -1; dst[o + 1] = -1; dst[o + 2] = -1;
continue;
}
const x0 = rx | 0, y0 = ry | 0;
const fx = rx - x0, fy = ry - y0;
const i00 = (y0 * im.tw + x0) * 3, i01 = i00 + 3;
const i10 = i00 + im.tw * 3, i11 = i10 + 3;
for (let c = 0; c < 3; c++) {
dst[o + c] =
src[i00 + c] * (1 - fx) * (1 - fy) + src[i01 + c] * fx * (1 - fy) +
src[i10 + c] * (1 - fx) * fy + src[i11 + c] * fx * fy;
}
}
}
im.rgb = dst;
}
return true;
}
/**
* @typedef {object} SessionOptions
* @property {GPUDevice} [device] host-owned WebGPU device to share
* @property {number} [maxIters=60000] auto-stop; trainer schedules scale to it
* @property {number} [itersPerFrame=15] training batch per animation frame
* @property {number} [initTarget=60000] initial Gaussian count (grows during training)
* @property {number|'auto'|null} [holdout='auto'] frame excluded from training
* and scored as the novel-view metric; 'auto' picks a sharp mid-sequence frame
* @property {number} [evalHoldEvery=4000] holdout PSNR cadence (iterations)
* @property {number} [evalSplit=0] the standard benchmark protocol: every Nth
* frame of the input order is excluded from training and scored together via
* evalTestPsnr() (papers use N=8); 0 = off
* @property {object} [sfm] SfmOptions passed to solve()
* @property {object} [trainer] extra GSTrainer options (shDeg, ...)
* @property {object} [frames] FrameOptions passed to load()
*/
class Emitter {
constructor() { this.map = new Map(); }
on(type, fn) {
if (!this.map.has(type)) this.map.set(type, new Set());
this.map.get(type).add(fn);
return () => this.map.get(type).delete(fn);
}
emit(type, e) {
const s = this.map.get(type);
if (s) for (const fn of s) fn(e);
}
}
export class Session {
/** @param {SessionOptions} [opts] */
constructor(opts = {}) {
this.opts = opts;
this.frames = [];
this.recon = null; // solve() result: { cams, points, k1, k2, ... }
this.model = null; // seed() result: { data, n, center, radius }
this.trainer = null;
this.gpu = null;
this.holdout = -1;
this.testCams = [];
this.training = false;
this.lossHistory = []; // [iter, psnrTrain]
this._fences = []; // in-flight batch fences (see _frameLoop)
// Per-frame loop timings, recorded by default β the cost is a handful of
// performance.now() calls and one small array row per submitted batch.
// opts.perf: false disables.
this.perf = opts.perf === false ? null : { frames: [], marks: [] };
this._em = new Emitter();
this._debug = null; // solver internals (feats/tracks) for UI beats
this.view = new SessionView(this);
}
on(type, fn) { return this._em.on(type, fn); }
_log(m) { this._em.emit('log', m); }
_stage(e) { this._em.emit('stage', e); }
/** Decode photographs into Frames. files: File[]/Blob[]/{source,name}[]
* 360 equirectangular panos (2:1 aspect) are detected here and sliced
* into six-face cubemap rigs β the solver then treats each pano as ONE
* camera pose and the trainer sees ordinary pinhole faces. */
async load(files) {
this._stage({ stage: 'decode', done: 0, total: files.length });
const { prepared, rigs, focalNative, faceSize } = await this._slicePanos(files);
this.frames = await decodeFrames(prepared, {
...this.opts.frames, log: (m) => this._log(m),
});
this._stage({ stage: 'decode', done: this.frames.length, total: files.length });
if (this.frames.length < 2) throw new Error('need at least 2 decodable images');
if (rigs) {
// the sliced focal is exact but lives in face-native pixels; the
// solver works at feature scale
this.rigInfo = rigs;
this.rigFocalPx = focalNative * this.frames[0].fw / faceSize;
this._log(`camera rigs active: ${new Set(rigs.filter(Boolean).map((r) => r.id)).size} panos, ` +
`focal ${this.rigFocalPx.toFixed(1)}px (known from the slice)`);
}
return this.frames;
}
/** Detect equirect panos in the input and slice them into rig faces.
* Detection reads image HEADERS only (probeImageSize) β a normal photo
* set pays nothing here; panos are decoded once, sliced, released. */
async _slicePanos(files) {
const meta = [];
let panos = 0, sized = 0, maxW = 0;
for (const f of files) {
const src = f && f.source !== undefined ? f.source : f;
const name = (f && f.name) || (src && src.name) || `image_${meta.length}`;
const dims = await probeImageSize(src);
const pano = !!dims && isEquirect(dims.w, dims.h);
if (dims) sized++;
if (pano) { panos++; maxW = Math.max(maxW, dims.w); }
meta.push({ src, name, pano });
}
if (!panos) return { prepared: files, rigs: null };
if (panos < sized) {
throw new Error('mixed input: 360 panoramas and regular photos in one set are not ' +
'supported yet β drop either panos or photos, not both');
}
// one shared face size + fov for the whole set (the solver's focal is shared)
const size = faceSizeFor(maxW);
this._log(`360 input: slicing ${panos} equirectangular panos into ${size}px cubemap rigs`);
const prepared = [], rigs = [];
let f = 0, rigId = 0;
for (const b of meta) {
const bmp = await createImageBitmap(b.src);
const sl = sliceEquirect(bmp, size);
bmp.close?.();
f = sl.f;
const base = b.name.replace(/\.[^.]+$/, '');
sl.faces.forEach((cv, k) => {
prepared.push({ source: cv, name: `${base}_f${k}` });
rigs.push({ id: rigId, R: FACE_ROTS[k] });
});
rigId++;
this._stage({ stage: 'decode', done: rigId, total: meta.length });
await new Promise((r) => setTimeout(r, 0));
}
return { prepared, rigs, focalNative: f, faceSize: size };
}
/** Use frames prepared elsewhere (e.g. processSource on fetched bitmaps). */
useFrames(frames) { this.frames = frames; return frames; }
/** Structure from motion: camera poses + sparse points from the frames. */
async solve(extra = {}) {
const opts = { ...this.opts.sfm, ...extra };
if (this.rigInfo && !opts.rigs) {
opts.rigs = this.rigInfo;
opts.focalPx = opts.focalPx ?? this.rigFocalPx;
}
// the GPU matcher shares the session device (created here rather than at
// seed) β it carries the raised buffer limits big feature sets need
if (!this.gpu) {
this.gpu = await createGpu({ device: this.opts.device });
this.gpu.onLost = (info) => this._deviceLost(info);
}
this.recon = await runSfM(
this.frames,
(m) => this._log(m),
(imgIdx, x, y) => this.frames[imgIdx].sampleColor(x, y),
{
gpu: this.gpu,
...opts,
onEvent: (e) => { this._stage(e); if (opts.onEvent) opts.onEvent(e); },
debug: (d) => { this._debug = d; if (opts.debug) opts.debug(d); },
});
if (undistortFrames(this.frames, this.recon)) {
this._log(`undistorted training images (k1 ${this.recon.k1.toFixed(4)}, k2 ${this.recon.k2.toFixed(4)})`);
}
if (this.opts.lowMem) {
// the feature-scale grayscale is solve-only (SIFT + LK); on phones
// 50 frames of it is ~140MB standing between us and the trainer
for (const f of this.frames) f.gray = null;
}
this._stage({ stage: 'solved', done: 1, total: 1, detail: {
cams: this.recon.cams.length, points: this.recon.points.length,
rms: this.recon.rmsBA,
} });
return this.recon;
}
/** Load a reconstruction obtained elsewhere ({ cams, points, ... }). */
useReconstruction(recon) {
this.recon = { k1: 0, k2: 0, fScale: 1, medErr: 0, rmsBA: null, ...recon };
return this.recon;
}
/** Seed Gaussians from the sparse cloud and set up the WebGPU trainer. */
async seed(extra = {}) {
if (!this.recon) throw new Error('solve() first');
this._stage({ stage: 'seed', done: 0, total: 1 });
const target = extra.initTarget || this.opts.initTarget || 60000;
const clones = Math.min(24, Math.max(2, Math.round(target / this.recon.points.length) - 1));
this.model = initGaussians(this.recon.points, clones);
this._log(`initialized ${this.model.n} Gaussians (scene radius ${this.model.radius.toFixed(2)})`);
if (!this.gpu) this.gpu = await createGpu({ device: this.opts.device });
this.gpu.onLost = (info) => this._deviceLost(info);
const gi = this.gpu.info || {};
const trainerOpts = {
maxIters: this.opts.maxIters ?? 60000,
...this.opts.trainer, ...extra.trainer,
gpu: this.gpu,
};
this.trainer = await GSTrainer.create(trainerOpts);
this._log(`GPU: ${gi.vendor || 'unknown'} ${gi.architecture || ''} β ` +
`${this.trainer.tileGrad ? 'tile-shared' : 'direct'} gradient accumulation`);
// training-resolution intrinsics (recon poses live at feature scale)
const cams = this.recon.cams.map((c) => {
const im = this.frames[c.imgIdx];
const s = im.tw / im.fw;
return { ...c, f: c.f * s, cx: im.tw / 2, cy: im.th / 2, w: im.tw, h: im.th };
});
// output buffers must fit the largest view the host will ever render β
// interactive canvases are usually LARGER than the training resolution
const maxW = Math.max(this.opts.maxViewW ?? 2560, ...cams.map((c) => c.w));
const maxH = Math.max(this.opts.maxViewH ?? 1440, ...cams.map((c) => c.h));
this.trainer.setup(this.model, cams, this.frames, maxW, maxH, this.model.radius);
if (this.opts.lowMem) {
// targets now live on the GPU (packed RGBA8); the float32 CPU copies
// are 3x that size and nothing reads them after setup
for (const f of this.frames) { f.rgb = null; f.sampleColor = () => [0.5, 0.5, 0.5]; }
}
// blur-aware training: the blurriest frames stay registered (their poses
// hold the chain together) but are excluded from the loss so the model
// doesn't learn their motion blur
const sh = this.trainer.camMeta.map((m) => this.frames[m.imgIdx].sharpness);
const med = [...sh].sort((a, b) => a - b)[sh.length >> 1];
this.trainer.excluded = new Set();
this.trainer.camMeta.forEach((m, i) => {
if (sh[i] < med * 0.45) this.trainer.excluded.add(i);
});
if (this.trainer.excluded.size) {
this._log(`excluding ${this.trainer.excluded.size} blurry cameras from the training loss ` +
`(sharpness < 45% of median; poses kept)`);
}
// holdout: one sharp mid-sequence frame excluded from training and scored
// as the honest novel-view metric
const want = extra.holdout ?? this.opts.holdout ?? 'auto';
if (want === 'auto') {
let hi = this.trainer.camMeta.length >> 1;
for (let k = 0; k < this.trainer.camMeta.length && this.trainer.excluded.has(hi); k++) {
hi = (hi + 1) % this.trainer.camMeta.length;
}
this.holdout = hi;
} else {
this.holdout = (want == null || want < 0) ? -1 : want;
}
this.trainer.holdout = this.holdout;
// benchmark protocol: every Nth frame joins the test set β excluded from
// the loss (poses kept, same as the blur exclusions) and scored together
// by evalTestPsnr(). The single chart holdout follows a mid-set test
// frame so live progress tracks the same distribution.
const split = extra.evalSplit ?? this.opts.evalSplit ?? 0;
this.testCams = [];
if (split >= 2) {
this.trainer.camMeta.forEach((m, i) => {
if (m.imgIdx % split === 0) { this.trainer.excluded.add(i); this.testCams.push(i); }
});
if (this.testCams.length && this.holdout < 0) {
this.holdout = this.testCams[this.testCams.length >> 1];
this.trainer.holdout = this.holdout;
}
this._log(`evaluation split: ${this.testCams.length} of ${this.trainer.camMeta.length} ` +
`cameras (every ${split}th) held out of training`);
}
this._stage({ stage: 'seed', done: 1, total: 1, detail: { splats: this.model.n } });
return this.model;
}
/**
* Attach an ALREADY-TRAINED model instead of seeding from the sparse cloud
* β the loading half of exportPlyBlob / a saved session.
*
* gaussians: { data: Float32Array (n*16, the trainer's raw parameter
* layout), n, sh?: Float32Array (n*shK*3), shK? }.
*
* View-only (no frames needed): pass opts.viewOnly and the trainer is set
* up with zero training cameras β renders, tours and exports work, training
* does not. For a full resume call useFrames()/load() first and the normal
* camera wiring happens exactly like seed(); pass opts.iter to continue the
* schedules where the saved run stopped.
*/
async seedFrom(gaussians, opts = {}) {
if (!this.recon && !opts.viewOnly) throw new Error('useReconstruction() first');
this._stage({ stage: 'seed', done: 0, total: 1 });
const radius = opts.sceneRadius ?? this.recon?.sceneRadius ?? 10;
this.model = { data: gaussians.data, n: gaussians.n, radius };
if (!this.gpu) this.gpu = await createGpu({ device: this.opts.device });
this.gpu.onLost = (info) => this._deviceLost(info);
const trainerOpts = {
maxIters: this.opts.maxIters ?? 60000,
...this.opts.trainer, ...opts.trainer,
gpu: this.gpu,
};
if (gaussians.shK != null) trainerOpts.shDeg = { 0: 0, 3: 1, 8: 2, 15: 3 }[gaussians.shK] ?? trainerOpts.shDeg;
this.trainer = await GSTrainer.create(trainerOpts);
let cams = [];
if (!opts.viewOnly) {
cams = this.recon.cams.map((c) => {
const im = this.frames[c.imgIdx];
const s = im.tw / im.fw;
return { ...c, f: c.f * s, cx: im.tw / 2, cy: im.th / 2, w: im.tw, h: im.th };
});
}
const maxW = Math.max(this.opts.maxViewW ?? 2560, ...cams.map((c) => c.w));
const maxH = Math.max(this.opts.maxViewH ?? 1440, ...cams.map((c) => c.h));
this.trainer.setup(this.model, cams, this.frames || [], maxW, maxH, radius);
// setup zero-fills SH (view dependence is normally learned) β a restored
// model brings its own
if (gaussians.sh && this.trainer.bufSH) {
this.trainer.device.queue.writeBuffer(this.trainer.bufSH, 0,
gaussians.sh.buffer, gaussians.sh.byteOffset, gaussians.n * this.trainer.shK * 3 * 4);
}
if (opts.iter) this.trainer.iter = opts.iter;
this.trainer.excluded = new Set();
this.holdout = -1;
this.trainer.holdout = -1;
this.testCams = [];
this._log(`restored ${gaussians.n} Gaussians` +
(opts.viewOnly ? ' (view only)' : ` at iteration ${opts.iter || 0}`));
this._stage({ stage: 'seed', done: 1, total: 1, detail: { splats: gaussians.n } });
return this.model;
}
// ---- the training loop (policy that used to live in the demo page) ----
start() {
if (!this.trainer) throw new Error('seed() first');
if (this.training) return;
this.training = true;
this._stage({ stage: 'train', done: this.trainer.iter, total: this._maxIters() });
this._ensureScheduler();
this._scheduleFrame();
}
pause() { this.training = false; }
/** Raise the training horizon by `moreIters` and resume. The trainer's
* schedules (pos-lr decay, growth stop) are horizon-relative and stretch
* with it β this is a real continued run, not idling at floor lr. */
continueFor(moreIters) {
if (!this.trainer) throw new Error('seed() first');
this.opts.maxIters = (this.opts.maxIters ?? 60000) + moreIters;
this.trainer.opts.maxIters = this.opts.maxIters;
this.trainer.horizon = this.opts.maxIters;
this.start();
return this.opts.maxIters;
}
/** End the run early with the model as it stands: final metrics, then the
* same train-complete event an auto-stop emits. */
async finish() {
if (!this.trainer) return;
this.training = false;
this._log(`training finished early at ${this.trainer.iter} iterations`);
await this._emitMetrics(true);
this._em.emit('event', { kind: 'train-complete', iter: this.trainer.iter, splats: this.trainer.n });
}
_maxIters() { return this.opts.maxIters ?? 60000; }
/** The GPU vanished under us (iOS reclaims WebGPU devices from backgrounded
* tabs; drivers reset). Training stops β the splats lived on the dead
* device β but frames and reconstruction are CPU-side, so recover() can
* rebuild and train again without redoing the solve. */
_deviceLost(info) {
if (this._lost) return;
this._lost = true;
this.training = false;
this._fences = [];
this._log(`GPU device lost (${(info && info.reason) || 'unknown'}) β ` +
`${(info && info.message) || 'reclaimed by the system'}`);
this._em.emit('event', { kind: 'device-lost', iter: this.trainer ? this.trainer.iter : 0 });
}
get deviceLost() { return !!this._lost; }
/** Rebuild after device loss: a fresh device and trainer from the CPU-side
* reconstruction. Training restarts at iteration 0. */
async recover() {
if (!this.recon) throw new Error('nothing to recover β no reconstruction');
this.training = false;
this._lost = false;
this._fences = [];
this._ips = null;
this._thrT = null;
this._statsGap = 2000;
this._lastStats = performance.now();
this._metricsLock = null; // readbacks on the dead device never resolve
this._framePending = false;
this.lossHistory = [];
this._lastHold = null;
this._lastHoldEval = 0;
this._itersAtStats = 0;
this.trainer = null;
if (this.gpu && this.gpu.owned) { try { this.gpu.dispose(); } catch { /* already gone */ } }
this.gpu = null;
return this.seed();
}
_ensureScheduler() {
if (this._sched) return;
// Hidden tabs AND occluded windows get their rAF throttled; worker
// messages are not. The worker tick drives the loop whenever a scheduled
// frame is >150ms late.
let tickWorker = null;
try {
const src = 'setInterval(() => postMessage(0), 33);';
tickWorker = new Worker(URL.createObjectURL(new Blob([src], { type: 'text/javascript' })));
} catch { /* no Worker: rAF only */ }
this._framePending = false;
this._frameScheduledAt = 0;
const runFrame = () => {
if (!this._framePending) return;
this._framePending = false;
// a readback rejecting mid-flight (device loss) must not become an
// unhandled rejection β the loop stops, the device-lost event explains
this._frameLoop().catch((e) => this._log(`frame loop: ${(e && e.message) || e}`));
};
if (tickWorker) {
tickWorker.onmessage = () => {
if (this._framePending && this.training &&
performance.now() - this._frameScheduledAt > 150) runFrame();
};
}
this._sched = {
runFrame, tickWorker,
raf: typeof requestAnimationFrame === 'function'
? (fn) => requestAnimationFrame(fn) : (fn) => setTimeout(fn, 16),
};
this._frameCount = 0;
this._lastStats = performance.now();
this._itersAtStats = 0;
this._lastHoldEval = 0;
}
_scheduleFrame() {
this._framePending = true;
this._frameScheduledAt = performance.now();
this._sched.raf(this._sched.runFrame);
}
async _frameLoop() {
const trainer = this.trainer;
if (!trainer || !trainer.camMeta || this._lost) return;
this._frameCount++;
if (this.training && trainer.iter >= this._maxIters()) {
this.training = false;
this._log(`training complete at ${trainer.iter} iterations`);
await this._emitMetrics(true);
// emitted AFTER the final readback: listeners typically call metrics()
// right away, which must not interleave with ours on the staging buffer
this._em.emit('event', { kind: 'train-complete', iter: trainer.iter, splats: trainer.n });
}
if (this.training) {
// Batch enough iterations per frame to keep the GPU busy. The batch
// adapts to the device: ~120ms of GPU work per frame keeps a desktop
// GPU saturated with few submits AND keeps metrics/UI alive on a phone
// where the same 15 iterations could take seconds.
const batch = this.opts.itersPerFrame ??
Math.max(4, Math.min(64, Math.round(this._batch ?? 15)));
const t0 = performance.now();
// true throughput, stall time included: Safari's stale fences hide the
// GPU's real pace from per-frame dt, and a slow GPU otherwise ends up
// with many seconds of work queued (chunky metrics, laggy pause)
if (this._thrT == null) {
this._thrT = t0; this._thrIter = trainer.iter;
} else if (t0 - this._thrT > 1000) {
const ips = (trainer.iter - this._thrIter) / (t0 - this._thrT) * 1000;
this._ips = this._ips == null ? ips : this._ips * 0.5 + ips * 0.5;
this._thrT = t0; this._thrIter = trainer.iter;
}
for (let k = 0; k < batch; k++) trainer.stepOnce();
const tEnc = performance.now() - t0;
// periodic refinement: relocate dead splats + grow capacity (MCMC-lite)
if (trainer.iter > 1500 &&
trainer.iter - (trainer.lastRefine || 0) >= (this.opts.refineEvery ?? 2500)) {
trainer.lastRefine = trainer.iter;
const r0 = performance.now();
// awaited: refine reads six buffers and writes them all back β steps
// submitted meanwhile would be silently rewound by that write-back,
// and the six snapshots would come from six different iterations
const r = await trainer.refine();
if (this.perf) {
this.perf.marks.push({ t: Math.round(r0), kind: 'refine', iter: trainer.iter,
ms: Math.round(performance.now() - r0), moved: r.moved, grown: r.grown });
}
if (r.moved || r.grown) {
this._log(`refine @${trainer.iter}: relocated ${r.moved}, grew +${r.grown} -> ${r.n} splats`);
this._em.emit('event', { kind: 'refine', iter: trainer.iter, ...r });
}
}
const now = performance.now();
let tMet = 0;
if (now - this._lastStats > (this._statsGap ?? 2000)) {
const m0 = performance.now();
await this._emitMetrics();
tMet = performance.now() - m0;
}
const v0 = performance.now();
this.view._tick(this._frameCount, this.training);
const tView = performance.now() - v0;
// Deep pipelining: keep a RING of fences in flight, not one. Safari
// resolves onSubmittedWorkDone hundreds of ms late even when the GPU is
// idle; gating each batch on a single fence made that latency the loop
// period, and the batch adapter β reading the latency as GPU time β
// shrank the batch into its floor (an iPhone sat at ~15 it/s on a scene
// it can train at hundreds). With 4 fences outstanding the late fences
// overlap; the frame period becomes ~latency/4 and the same adapter now
// GROWS the batch until real GPU work dominates. Prompt-fence devices
// (desktop) behave as before.
this._fences.push(trainer.device.queue.onSubmittedWorkDone());
const s0 = performance.now();
if (this._fences.length > 4) await this._fences.shift();
const tStall = performance.now() - s0;
// adapt the batch to the measured cadence (steady-state ~= GPU time of
// one batch); damped so it settles instead of oscillating
const dt = Math.max(5, performance.now() - t0);
const ideal = batch * (120 / dt);
this._batch = Math.max(4, Math.min(64, (this._batch ?? 15) * 0.7 + ideal * 0.3));
// throughput cap: ~0.4s of measured GPU work per batch. The dt adapter
// reads 5ms frames when fences resolve stale and pushes the batch to
// the clamp β fine on a desktop, ten queued seconds on a phone.
if (this._ips != null) {
this._batch = Math.min(this._batch, Math.max(8, Math.round(this._ips * 0.4)));
}
if (this.perf) {
this.perf.frames.push([Math.round(now), trainer.iter, batch, trainer.n,
+tEnc.toFixed(1), +tView.toFixed(1), +tStall.toFixed(1), +tMet.toFixed(1), +dt.toFixed(1)]);
}
} else {
this.view._tick(this._frameCount, this.training);
await trainer.device.queue.onSubmittedWorkDone();
this._fences.length = 0;
}
if (this.training || this.view._dirty) this._scheduleFrame();
}
/** serialize every metric readback: they share the trainer's staging
* buffers, and two in flight = "outstanding map pending". On a lost
* device readbacks would hang forever β fail fast instead. */
_locked(fn) {
const call = () => {
if (this._lost) throw new Error('GPU device lost');
return fn();
};
const run = (this._metricsLock || Promise.resolve()).then(call, call);
this._metricsLock = run.catch(() => {});
return run;
}
_emitMetrics(final = false) {
return this._locked(() => this._emitMetricsInner(final));
}
async _emitMetricsInner(final = false) {
const trainer = this.trainer;
const now = performance.now();
const itersPerSec = (trainer.iter - this._itersAtStats) / Math.max(1, now - this._lastStats) * 1000;
const m = { iter: trainer.iter, splats: trainer.n, itersPerSec: Math.round(itersPerSec) };
this._lastIps = m.itersPerSec;
const tRead = performance.now();
const mse = await trainer.readLoss();
if (mse != null && mse > 0) {
m.psnrTrain = -10 * Math.log10(mse);
this.lossHistory.push([trainer.iter, m.psnrTrain]);
}
const holdEvery = this.opts.evalHoldEvery ?? 4000;
if (this.holdout >= 0 &&
(final || trainer.iter - this._lastHoldEval >= holdEvery)) {
this._lastHoldEval = trainer.iter;
m.psnrHold = await trainer.evalCamPsnr(this.holdout);
this._lastHold = m.psnrHold;
} else if (this._lastHold != null) {
m.psnrHold = this._lastHold;
}
// The readbacks above drain every queued batch first β seconds on a slow
// GPU. Pace the next readout from COMPLETION and by what this one cost,
// or a fixed 2s cadence turns into back-to-back queue drains.
const end = performance.now();
this._lastStats = end;
this._itersAtStats = trainer.iter;
this._statsGap = Math.min(8000, Math.max(2000, (end - tRead) * 2.5));
this._em.emit('metrics', m);
return m;
}
/** One-shot quality readout (used by tests and the done screen). */
metrics({ refined = false } = {}) {
return this._locked(async () => {
const trainer = this.trainer;
const out = { iter: trainer.iter, splats: trainer.n };
if (this.holdout >= 0) {
out.psnrHold = await trainer.evalCamPsnr(this.holdout);
if (refined) out.psnrHoldRefined = await trainer.evalCamPsnrRefined(this.holdout);
}
return out;
});
}
/** PSNR of one training camera against its own photograph (serialized with
* the other metric readbacks; safe to call while training). */
evalFramePsnr(ci) {
return this._locked(() => this.trainer.evalCamPsnr(ci));
}
/** Mean PSNR over the evalSplit test cameras β the number quality papers
* report. Resolves null when no eval split was requested. */
evalTestPsnr() {
if (!this.testCams || !this.testCams.length) return Promise.resolve(null);
return this._locked(async () => {
const frames = [];
let sum = 0;
for (const c of this.testCams) {
const psnr = await this.trainer.evalCamPsnr(c);
frames.push({ cam: c, imgIdx: this.trainer.camMeta[c].imgIdx, psnr });
sum += psnr;
}
return { psnr: sum / frames.length, frames };
});
}
/** Index of the camera the trainer most recently stepped on (UI pulse). */
get activeCam() { return this.trainer ? this.trainer.lastCam : -1; }
/** Standard 3DGS .ply with Mip opacity compensation baked (what external
* sorted viewers expect). */
exportPlyBlob() {
// shares the trainer's staging buffers with the metric readbacks
return this._locked(async () => {
const { data, n, sh, shK } = await this.trainer.readGaussians();
const meta = this.trainer.camMeta[0];
// a view-only restore has no training cameras β its model came from an
// export that already baked the compensation, so pass it through
const baked = meta
? bakeOpacityCompensation(data, n, meta.f,
Float32Array.from(this.trainer.camMeta.flatMap(camPosition)))
: data;
return gaussiansToPly(baked, n, sh, shK);
});
}
/** The trainer's RAW parameter state ({ data, n, sh, shK }) β the exact
* floats, no opacity baking or color activation: what seedFrom() takes
* back for a bit-identical resume. */
exportRawState() {
return this._locked(() => this.trainer.readGaussians());
}
dispose() {
this.training = false;
if (this._sched && this._sched.tickWorker) this._sched.tickWorker.terminate();
if (this.gpu && this.gpu.owned) this.gpu.dispose();
this.trainer = null;
}
}
/** The session's render target: one canvas, one camera. */
class SessionView {
constructor(session) {
this.s = session;
this.canvas = null;
this.ctx = null;
this.camera = null; // { R, t, f, cx, cy, w, h } at canvas resolution
this._dirty = false;
this._offset = 0; // training-target offset when looking through a frame
}
attach(canvas) {
this.canvas = canvas;
this.ctx = canvas.getContext('webgpu');
this.ctx.configure({
device: this.s.trainer.device,
format: this.s.trainer.canvasFormat,
alphaMode: 'opaque',
});
this._dirty = true;
if (!this.s.training) this.s._ensureScheduler(), this.s._scheduleFrame();
}
/** Point the camera at training frame i (exact pose + intrinsics). Returns
* the camera meta so the UI can overlay the photograph. */
lookThrough(i) {
const meta = this.s.trainer.camMeta[i];
this.setCamera({ ...meta });
this._offset = meta.offset;
return meta;
}
/** Free camera: { R, t, f, cx, cy, w, h }. */
setCamera(cam) {
this.camera = cam;
this._offset = 0;
this._dirty = true;
if (!this.s.training && this.s._sched) this.s._scheduleFrame();
}
renderNow() {
if (!this.ctx || !this.camera) return;
this.s.trainer.renderView(this.camera, this.ctx, 0, this._offset);
this._dirty = false;
// any render satisfies the auto-refresh β a host that renders on its own
// cadence keeps pushing this back and the tick below never double-fires
this._lastAuto = performance.now();
}
_tick(frameCount, training) {
if (!this.ctx || !this.camera) return;
if (this._dirty) { this.renderNow(); return; }
// during training, refresh the (unchanged-camera) view sparingly β every
// render is a full raster pass stolen from the optimiser (~2/s at most,
// fewer on slow devices: ~25 iterations between refreshes)
const ips = this.s._itersAtStats && this.s._lastStats
? Math.max(1, this.s._lastIps || 100) : 100;
const interval = Math.max(500, 25000 / ips);
if (training && performance.now() - (this._lastAuto || 0) > interval) {
this.renderNow();
}
}
}
/** @param {SessionOptions} [opts] */
export function createSession(opts = {}) { return new Session(opts); }
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