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trailview: fewer strewn rocks, and the ground carries them past the reach - #2932

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claude/trailview-rocks-fade
Oct 29, 2026
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@timohueser timohueser commented Oct 28, 2026 •

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Summary

This change fixes three problems with strewn rocks in TrailView: too many rocks, a hard edge where the rock instances end, and a wave of rocks that appears at that edge when the eye moves.

1. Fewer rocks, the same per square metre at every latitude

Rock points lie on a grid of 2^7 world units. A unit is shorter in metres towards the north, so on develop the rocks per square metre increase with latitude. Now each rock point stands for ROCK_POINT_M2 = 17 m² of ground. The keep chance uses the area of the point's own cell, at the cell's own latitude, so the threshold does not move when the eye moves.

Place Cell Develop This change
Sheep's Head, 51.6° N 2.97 m, 8.79 m² 1 0.52
47° N 3.26 m, 10.62 m² 1 0.62

17 m² is 30 % fewer rocks than 12 m² (the first version of this pull request). It is near the prototype's 4 m spacing (16 m²). ROCK_POINT_M2 is one named constant in dressing/rocks.wgsl.

2. No edge where the instances end

Beyond the instance reach, the ground had no sign of rocks, so a field of rocks always ended in an edge. Now the ground paints the rocks:

  • dressing/rocks.wgsl holds the rock grid, the density (rock_density, from the rules: outcrops, material, lithology hardness, slope) and the hashes. rocks_of (the instances) and ground_colour (look.wgsl) both use it, so the rules stay in one place.
  • Each instance ends at its own distance between 55 % and 100 % of the reach (by its hash). The ground paints a rock's footprint (same point, size and turn) only past that distance, so each rock shows once, as an instance or as paint, and no ring shows.
  • The ground reads the instances' detail from the look uniform (screen.w), written in the same frame as the instance params. When a full pool pulls the instances nearer, the paint follows.
  • The ground samples a footprint at the pixel's middle, as the GPU rasterises an instance. So a far field of rocks stays a speckle. Pixels 8 to 16 m wide fade to the mean cover, times the share of instances that have ended there.
  • The painted colour is the rock's lit top, and from a low view its flank in its own light (backlit flanks are dark), so painted rocks match the instances from the ground and from above.

The reach is now 1000 m (develop: 300 m). I compared 400, 600 and 1000 m. At 400 and 600 m, a ground-level view up a hillside shows fewer 3D rocks in the upper part of the slope. At 1000 m the slope reads the same up to the ridge, and the extra cost is small (see below).

3. Review fixes

  • S1: rocks_of uses the tier's own distance and end: length(render_at(s, ground)) and ROCK_REACH_M * params.detail. A full pool or a large height difference now ends rocks where their tier ends, not before. The sun's view uses the same frame eye and detail, so the shadows match the rocks.
  • N1: the keep chance uses the point's latitude (rock_pick).
  • N2: a comment states where the keep chance saturates: a rules' share above ROCK_POINT_M2 / (12.5 m² × cos² latitude). With 17 m² that is only below about 27° N at the largest share.
  • N3: a rock less than half a pixel tall is skipped.

Second review round:

  • The paint follows detail (see above), per rock and for the mean cover.
  • A painted rock is clamped to its cell's side, not to 3 m. The cell side is computed once per row (3 cosh, not 9).
  • Small paint and instance mismatches at roads and material edges stay. They show only after the instance has ended.

Herds use the same hard cut at 1500 m. An animal there is smaller than one pixel, so this change does not touch herds.

The look stays data-driven: one generic implementation, and the density of the instances and of the painted ground comes only from the rules in data/trailview (outcrops, materials, lithology hardness).

Measurements

GPU renders of the Sheep's Head local release on a GTX 1660 SUPER, 2100 × 1290 px. "Rocks" is the rock instances that a frame stages.

View Develop (300 m) This change (1000 m)
main, eye A (heading=285.1, eye 1.6 m) 571 615
main, eye B (40 m forward) 391 458
slope, eye 30 m, A (heading=200) 750 2753
slope, eye 30 m, B (40 m forward) 827 2641
valley, eye 1.6 m, A (heading=180, up the hillside) 469 2399
valley, eye 1.6 m, B (40 m nearer) 351 2175
far slope, eye 120 m 598 3220
far ridge, eye 120 m 412 3374
tip, eye 30 m (all rocks within 300 m) 1364 865

The tip view has its rocks within 300 m, so it shows mostly the density cut (−37 %). The other views gain rocks from the longer reach.

In the develop renders, the rocks on the hillside stop at a line (the 300 m reach). In the new renders, the rocks continue to the ridge, from both eye positions of each pair, and no line or band shows where the instances end.

GPU time, median of 100 frames while the view turns (single run each; the terrain pass varies by about ±0.3 ms between runs):

View Develop 400 m 600 m 1000 m
main: vegetation / terrain ms 0.68 / 2.30 0.70 / 2.61 0.71 / 2.59 0.76 / 3.09
slope: vegetation / terrain ms 0.63 / 2.46 0.59 / 2.77 0.62 / 2.78 0.67 / 2.64
valley: vegetation / terrain ms 0.72 / 1.83 0.77 / 2.30 0.79 / 2.29 0.79 / 2.09
far ridge: vegetation / terrain ms 0.55 / 2.63 0.51 / 3.16 0.56 / 3.08 0.59 / 2.91
rocks (main / slope / valley / far ridge) 572 / 749 / 466 / 412 317 / 507 / 323 / 426 394 / 1337 / 983 / 1403 624 / 2753 / 2405 / 3373
rock threads per frame 42 400 75 100 166 500 459 700

The vegetation pass holds all producers, the rocks included: 1000 m costs up to 0.08 ms more than develop. The painted rocks cost about 0.3 to 0.5 ms in the terrain pass at every reach.

With the eye 800 m above rocky ground (every ground pixel runs the paint loop), the terrain pass is 2.38 ms on develop and 2.37 ms with this change: no cost above the noise.

With detail forced to 0.7 in a scratch build (not committed), the valley pair and the far slope show no ring and no gap. Grazing views (eye 1.6 m, rocky slopes 500 to 1000 m away) are the same before and after the second round to within 0.06 of luma per band of 43 rows: the mean cover was not reached there, and the fix removes it by construction.

The terrain pass includes the instance draws and the painted rocks. The instance pool holds 131 072; these frames stage at most about 5 200, with no drops.

Checks

  • npm run check:wgsl: pass
  • npm run check (svelte-check): 0 errors, 0 warnings
  • npx vitest run src/lib/trailview: 39 files, 128 tests pass
  • npm run test:trailview -- --grep-invert @gpu: 2 pass
  • Not run: the @gpu browser tests, other suites. The renders and times are from the commits before each merge of develop (the merges touch no rock code).

Public docs did not change. The TrailView README names rocks.wgsl.

Requirements: none

🤖 Generated with Claude Code

A rock point now stands for 12 m² of ground at every latitude, so rocks
per square metre no longer grow towards the north: about 27 % fewer at
Sheep's Head. The rock reach grows from 300 m to 400 m, and each rock
grows from nothing at the reach over 50 to 100 m by its hash, so no
line of rocks appears or vanishes as the eye moves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Reviewing files that changed from the base of the PR and between 486d856 and 3f2e68c.

Files selected for processing: 11
  • builder/web/src/lib/trailview/README.md
  • builder/web/src/lib/trailview/dressing/dressing.ts
  • builder/web/src/lib/trailview/dressing/dressing.wgsl
  • builder/web/src/lib/trailview/dressing/rocks.wgsl
  • builder/web/src/lib/trailview/engine.ts
  • builder/web/src/lib/trailview/ground/look.wgsl
  • builder/web/src/lib/trailview/instances/emit.wgsl
  • builder/web/src/lib/trailview/instances/hash.wgsl
  • builder/web/src/lib/trailview/instances/instances.ts
  • builder/web/src/lib/trailview/light/look.ts
  • builder/web/src/lib/trailview/light/shade.wgsl
Walkthrough

TrailView now uses shared helpers to calculate rock density and placement. The dressing shader uses those helpers for rock instances, and the ground shader blends painted rocks into ground shading beyond the instance handoff distance.

Changes: TrailView Rock Rendering

Layer / File(s) Summary
Rock density and point helpers
builder/web/src/lib/trailview/instances/hash.wgsl, builder/web/src/lib/trailview/dressing/rocks.wgsl
Adds shared hash utilities and rock helpers for terrain density, point selection, and instance properties.
Rock instance generation
builder/web/src/lib/trailview/dressing/dressing.ts, builder/web/src/lib/trailview/dressing/dressing.wgsl, builder/web/src/lib/trailview/instances/emit.wgsl, builder/web/src/lib/trailview/README.md
The dressing shader uses shared helpers to select and cull rock instances. Dressing configuration updates rock reach and tier settings. The README describes the rock density, placement, and ground painting.
Painted rocks in ground shading
builder/web/src/lib/trailview/dressing/rocks.wgsl, builder/web/src/lib/trailview/ground/look.wgsl
The ground shader computes painted rock coverage beyond the instance handoff distance and blends rock albedo into ground color.

Priority: Low

Estimated code review effort: 3 (Moderate) | ~20 minutes

Change: Bug fix

Sequence Diagram(s)

sequenceDiagram
  participant ground_colour
  participant rocks_painted
  participant rock_seen
  ground_colour->>rocks_painted: Pass terrain, distance, and pixel footprint
  rocks_painted-->>ground_colour: Return painted rock coverage
  ground_colour->>rock_seen: Request rock albedo and lighting
  rock_seen-->>ground_colour: Return shaded rock color
  ground_colour->>ground_colour: Blend ground albedo with painted rocks
Loading

Possibly related issues

  • timohueser/OpenBikeComputer#2863: The issue describes a TrailView optimization wave, and this PR changes how rocks are rendered as instances and painted ground detail.

Possibly related PRs

Suggested reviewers: claude

Merge Risk: Moderate · previous review 486d8

Crowded views can still show rocks disappearing before their painted footprints appear. Align the handoff before merging.

Pre-merge checks: Passed 5
Check name Status Explanation
Description Check Passed Check skipped - CodeRabbit’s high-level summary is enabled.
Title check Passed The title accurately summarizes the main changes: reduced strewn rocks and ground-painted rock footprints beyond the instance reach. It is concise and specific.
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timohueser and others added 2 commits October 29, 2026 00:50
The rock grid, density and hashes move to dressing/rocks.wgsl, which the
instances and the ground colour share. Past 55 % of the reach the ground
paints each rock's footprint under it, and each instance ends at its own
distance, so a field of rocks has no edge where the instances end. The
reach grows to 1000 m.

A rock point stands for 17 m² at its own latitude (30 % fewer than
12 m²). rocks_of ends rocks at the tier's own distance and end, so a
full pool or a height difference no longer cuts grown rocks, and it
skips rocks under half a pixel. The producer hashes move to
instances/hash.wgsl so that the ground can include them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ocks-fade

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@timohueser timohueser changed the title trailview: fewer strewn rocks, and rocks grow in at the reach trailview: fewer strewn rocks, and the ground carries them past the reach Oct 28, 2026

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Actionable comments posted: 1


  • 🪄 Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @builder/web/src/lib/trailview/dressing/rocks.wgsl:
- Around line 96-97: Update the painted-coverage guard using ROCK_HANDOFF and
ROCK_REACH_M so coverage can begin by the effective end of rocks produced by
rocks_of when params.detail is reduced; preserve the density check and ensure no
gap remains between instance endings and painted coverage.

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Reviewing files that changed from the base of the PR and between 1d985c3 and 486d856.

Files selected for processing: 7
  • builder/web/src/lib/trailview/README.md
  • builder/web/src/lib/trailview/dressing/dressing.ts
  • builder/web/src/lib/trailview/dressing/dressing.wgsl
  • builder/web/src/lib/trailview/dressing/rocks.wgsl
  • builder/web/src/lib/trailview/ground/look.wgsl
  • builder/web/src/lib/trailview/instances/emit.wgsl
  • builder/web/src/lib/trailview/instances/hash.wgsl

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timohueser and others added 2 commits October 29, 2026 01:49
The ground reads the instances' detail from the look uniform, set in the
same frame as the instance params. It paints a rock only past its own
instance end, and the mean cover only for the share of instances that
have ended, so no rock shows twice and a full pool leaves no ring. A
painted rock is clamped to its cell's side, and the cell side is
computed once per row.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…ocks-fade

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@timohueser

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@timohueser
timohueser merged commit 5579ec0 into develop Oct 29, 2026
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timohueser deleted the claude/trailview-rocks-fade branch October 29, 2026 07:03
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