> Documentation build: development; package version 2.0.0-alpha.8; source 03c7dc1127befb7a1c674804972a1977d36d3c96. Match installed declarations before using an API.

# 示例目录整理

核对日期：2026-10-05。范围：100 个 HTML 入口，其中 98 个场景示例、两个画廊入口。

## 整理结果

- 目录改为逐项审阅的元数据，删除文件名正则分类、自动拼标题和通用套话。新增页面仍由递归 HTML 扫描发现，缺少说明会直接报错。
- 精选由原 46 项整理为 24 项，加入 Atelier 昼夜 DDGI 室内场景和 NOCTURNE 交互钢琴后现为 26 项；其余示例继续通过全部目录、主题筛选或搜索访问。诊断与验收场景集中到 Diagnostics
  & internals。
- 将计算渲染、后处理与离屏渲染分开；纠正深度纹理、法线贴图、相机辅助线、GTAO 验收等错分项。
- 每个示例有独立用途。既有场景保留原 URL，当前共有 98 个场景；目前没有证据支持删除其中某个页面而不损失教学或回归覆盖。
- 去掉旧页面禁止用户缩放的 viewport 参数，明确基础页面标题。动态缓冲示例改由场景更新推进，删除独立的定时器。
- 静态构建删除 Blender 创作源文件的复制路径，运行时资产保留；仓库中的原始创作文件与授权说明保留。
- 画廊提供多词搜索、中文主题关键词、主题/后端筛选、URL 状态、浏览器前进后退、手机键盘导航和加载失败重试。主题数量和筛选结果遵循当前 Highlights
  / All examples 集合，切换集合会同步更新。

Atelier 归入 Lighting &
shadows，采用 WebGPU-only 能力边界；该主题当前共有 13 个场景，其中 4 个精选。

新增 Audio 主题及精选
[NOCTURNE — 魔法钢琴](../../examples/audio_piano.html)，在黑暗空间里弹奏石墨色钢琴，每个琴键分别生长青蓝星尘与流动光羽，展示程序化着色器、空间声源和立体声卷积混响，也支持导入仅在页面内存中处理的本地 MIDI 曲谱。冷色轮廓光勾勒琴体；细尘、稀疏亮点和卷曲薄雾随音符生长并消散，演奏时显出极淡的程序化星云。默认演奏用户提供并确认可使用的
[Call of Silence 钢琴 PDF](../../examples/audio/call-of-silence.pdf)
转录曲谱，保留双手声部、69 小节与延音线，采用 84
BPM。美术灵感来自何同学的魔法钢琴：静默时保持黑暗，演奏时由音符各自点亮琴键上方，按住继续发光，松键后渐暗；舞台没有地面光圈。声音经用户手势启动，渲染支持 WebGL
2 与 WebGPU。

## 相似示例的保留理由

| 示例组                                                                | 不同用途                                                                                                         |
| --------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------- |
| `geometry_dynamic` / `geometry_dynamic2`                              | 单顶点变形与整个顶点/索引/法线缓冲替换；分别明确命名为 Dynamic Vertex Deformation / Dynamic Buffer Replacement。 |
| `pbr` / `pbr2` / `pbr_layered_materials` / `gltf_material_extensions` | 最小 glTF PBR 加载、基础材质参数实验、引擎原生分层材质、标准 glTF 扩展资产。                                     |
| `canvas_texture` / `canvas_texture_animation`                         | 仪表盘绘制与连续动画画布上传；内容用途不同。                                                                     |
| `animation` / `custom_anim_state` / `2d_sprite_animation`             | 动画混合、自定义 UV 状态绑定、SpriteFrame 精灵动画。                                                             |
| `raycast` / `raycast_node` / `mesh_picker` / `mouse_event`            | 射线交点、命中节点、GPU 拾取、场景指针事件。                                                                     |
| `ground_truth_ambient_occlusion` / `gtao_acceptance_lab`              | 展示场景与确定性验收夹具；后者从精选移入诊断主题。                                                               |
| `snow` / `compute_particles` / `particle_*`                           | 底层实例属性、WebGPU compute、独立粒子 addon；不相互替代。                                                       |
| `index.html` / `list.html`                                            | 兼容入口重定向与实际画廊；保留查询参数和锚点。                                                                   |

## 全量用途清单

下表由 `npm run docs:sync` 从 catalog 生成；人工保留/清理理由维护在前文。新增/删除页面以
`examples/shared/catalog.ts`
与自动合同为准。“精选”代表默认推荐入口，“保留”代表完整目录中的专题示例；所有页面仍受原有后端测试矩阵约束。

<!-- catalog -->

| 页面                                                                                                | 处理 | 主题            | 用途                                                                                                                                                                                                            |
| --------------------------------------------------------------------------------------------------- | ---- | --------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| [quickStart](../../examples/quickStart.html)                                                           | 精选 | getting-started | Create a stage, camera, lights, and an animated PBR mesh.                                                                                                                                                       |
| [2d_text](../../examples/2d_text.html)                                                                 | 保留 | 2d              | Rasterize styled multiline Canvas text only when content changes, then render and click it as Sprite UI.                                                                                                        |
| [2d_sprite_animation](../../examples/2d_sprite_animation.html)                                         | 精选 | 2d              | Explore a painted celestial garden with an eight-frame moth, frame scrubbing, tint, scale, reflections, and three-camera 2D/3D composition.                                                                     |
| [2d_sorting_town](../../examples/2d_sorting_town.html)                                                 | 精选 | 2d              | Guide an A* courier through an ImageGen-authored pixel town while foot-Y ordering keeps buildings, trees, and the walker correctly layered.                                                                     |
| [2d_sprite_batch](../../examples/2d_sprite_batch.html)                                                 | 保留 | 2d              | Shape 512–8,192 atlas sprites into a spiral galaxy, flowing ribbon, or orbital rings, with live population, speed, and spread controls.                                                                         |
| [2d_text_layout](../../examples/2d_text_layout.html)                                                   | 保留 | 2d              | Wrap measured Chinese and Latin text responsively with max lines, ellipsis, letter spacing, and paragraph spacing.                                                                                              |
| [2d_ui_button](../../examples/2d_ui_button.html)                                                       | 精选 | 2d              | Resize atlas-backed nine-slice panels and four-state buttons, inspect the source grid and cut lines, and unlock new destinations.                                                                               |
| [geometry_custom](../../examples/geometry_custom.html)                                                 | 保留 | geometry        | Compare separate attribute arrays with interleaved position and UV buffers.                                                                                                                                     |
| [geometry_dynamic2](../../examples/geometry_dynamic2.html)                                             | 保留 | geometry        | Swap vertex, index, and normal buffers between four shapes on the same mesh.                                                                                                                                    |
| [geometry_dynamic](../../examples/geometry_dynamic.html)                                               | 保留 | geometry        | Animate a box vertex and update its normals and vertex buffer in place.                                                                                                                                         |
| [geometry_instanced](../../examples/geometry_instanced.html)                                           | 精选 | geometry        | Render a deterministic wave of shared spheres through portable instanced batches.                                                                                                                               |
| [geometry_merge](../../examples/geometry_merge.html)                                                   | 保留 | geometry        | Bake transformed boxes, spheres, and planes into a single geometry.                                                                                                                                             |
| [geometry_primitives](../../examples/geometry_primitives.html)                                         | 精选 | geometry        | Compare built-in box and sphere meshes with a custom line-mode ring in one polished scene.                                                                                                                      |
| [geometry_color](../../examples/geometry_color.html)                                                   | 保留 | geometry        | Interpolate per-vertex RGB colors across a plane.                                                                                                                                                               |
| [wireframe](../../examples/wireframe.html)                                                             | 保留 | geometry        | Inspect a loaded glTF model as a triangle wireframe.                                                                                                                                                            |
| [shader_material](../../examples/shader_material.html)                                                 | 保留 | materials       | Bind a custom GLSL shader to registered uniform blocks and texture samplers.                                                                                                                                    |
| [fog](../../examples/fog.html)                                                                         | 保留 | materials       | Observe distance-based fog blending across textured objects.                                                                                                                                                    |
| [gltf_material_extensions](../../examples/gltf_material_extensions.html)                               | 精选 | materials       | Inspect four curated Khronos glTF assets with anisotropy, clearcoat, iridescence, transmission and thickness-aware volume.                                                                                      |
| [pbr_layered_materials](../../examples/pbr_layered_materials.html)                                     | 精选 | materials       | Toggle anisotropy, clearcoat, transmission and volume across a cinematic engine-owned HDR material studio.                                                                                                      |
| [normal_map](../../examples/normal_map.html)                                                           | 保留 | materials       | Compare surface detail under a moving point light using a tangent-space normal map.                                                                                                                             |
| [pbr2](../../examples/pbr2.html)                                                                       | 精选 | materials       | Read metallic and roughness response across a controlled 30-sample HDR material studio.                                                                                                                         |
| [pbr](../../examples/pbr.html)                                                                         | 保留 | materials       | Load one glTF model with PBR materials and the shared HDR environment.                                                                                                                                          |
| [shaderToy](../../examples/shaderToy.html)                                                             | 保留 | materials       | Run an interactive fragment shader with pointer and time inputs.                                                                                                                                                |
| [transparent](../../examples/transparent.html)                                                         | 保留 | materials       | Compare alpha blending and render order across overlapping colored boxes.                                                                                                                                       |
| [uv_map](../../examples/uv_map.html)                                                                   | 保留 | materials       | Visualize texture coordinates on a plane and an animated glTF model.                                                                                                                                            |
| [areaLight](../../examples/areaLight.html)                                                             | 保留 | lighting        | Illuminate a PBR surface with a rectangular area light.                                                                                                                                                         |
| [dynamic_global_illumination_atelier](../../examples/dynamic_global_illumination_atelier.html)         | 精选 | lighting        | Explore a warm original room by day and lamplight, with DDGI color bounce, an opening door, wall-color changes, and a movable reading lamp.                                                                     |
| [shadow](../../examples/shadow.html)                                                                   | 保留 | lighting        | Compare shadow-casting objects under directional and spot lights.                                                                                                                                               |
| [gltf_light](../../examples/gltf_light.html)                                                           | 保留 | lighting        | Load KHR_lights_punctual lighting alongside a procedural PBR comparison scene.                                                                                                                                  |
| [cascaded_shadows](../../examples/cascaded_shadows.html)                                               | 精选 | lighting        | Explore a rounded plastic toy town with a windmill, lighthouse and miniature train. Compare single-map and four-cascade shadows at the same shadow-texel budget.                                                |
| [clustered_forward_plus_lumen](../../examples/clustered_forward_plus_lumen.html)                       | 精选 | lighting        | Illuminate rounded resin sculptures and sixteen gallery fins with up to 192 lights, four sweeping moving heads, three palettes, and GPU clustered shading.                                                      |
| [volumetric_neon_reliquary](../../examples/volumetric_neon_reliquary.html)                             | 保留 | lighting        | Enter Khronos Sponza as a neon reliquary where temporal froxels, local fog volumes, clustered spotlights, and depth-aware visibility turn light into architecture.                                              |
| [pointLight](../../examples/pointLight.html)                                                           | 保留 | lighting        | Orbit three colored point lights around a reflective sculpture with dynamic shadows.                                                                                                                            |
| [sphericalHarmonics](../../examples/sphericalHarmonics.html)                                           | 保留 | lighting        | Use nine environment irradiance coefficients to light a grid of PBR spheres.                                                                                                                                    |
| [clustered_forward_plus_sponza](../../examples/clustered_forward_plus_sponza.html)                     | 保留 | lighting        | Explore Khronos Sponza under 192 animated local lights, GPU Scene culling, clustered shading, HDR bloom, and a cinematic camera tour.                                                                           |
| [spotLight](../../examples/spotLight.html)                                                             | 保留 | lighting        | Inspect a directional light cone and its shadows on a loaded model and floor.                                                                                                                                   |
| [stormfront_observatory](../../examples/stormfront_observatory.html)                                   | 精选 | lighting        | Unseal a gilded Khronos dragon beneath a Rayleigh–Mie–ozone storm sky with GPU histogram exposure, temporal half-resolution clouds, cloud shadows, aerial perspective, and froxel light shafts.                 |
| [shadow_residency_sanctum](../../examples/shadow_residency_sanctum.html)                               | 保留 | lighting        | Enter a procedural moonlit nave where moving GPU Scene casters, fair page circulation, camera-layer isolation, CSM cadence, volumetric shafts, SSR, GTAO, and bloom exercise submission-aware shadow residency. |
| [canvas_texture_animation](../../examples/canvas_texture_animation.html)                               | 保留 | textures        | Stream a procedural Canvas 2D aquarium into a portable animated texture.                                                                                                                                        |
| [canvas_texture](../../examples/canvas_texture.html)                                                   | 精选 | textures        | Turn a live Canvas 2D dashboard into a continuously updated Hilo3D texture.                                                                                                                                     |
| [compressed_texture](../../examples/compressed_texture.html)                                           | 保留 | textures        | Display local KTX textures supported by the active device and report unsupported formats.                                                                                                                       |
| [textureLod](../../examples/textureLod.html)                                                           | 保留 | textures        | Choose mip levels explicitly while sampling an environment texture.                                                                                                                                             |
| [update_sub_texture](../../examples/update_sub_texture.html)                                           | 保留 | textures        | Upload changing image regions without replacing the full texture.                                                                                                                                               |
| [texture_data](../../examples/texture_data.html)                                                       | 保留 | textures        | Construct a small texture directly from a typed pixel array.                                                                                                                                                    |
| [sRGB](../../examples/sRGB.html)                                                                       | 保留 | textures        | Compare linear and sRGB interpretation of the same source image.                                                                                                                                                |
| [video](../../examples/video.html)                                                                     | 保留 | textures        | Play a local video on a PBR surface using the shared texture upload path.                                                                                                                                       |
| [animation](../../examples/animation.html)                                                             | 精选 | animation       | Blend animation clips and inspect layered motion on a procedural character.                                                                                                                                     |
| [custom_anim_state](../../examples/custom_anim_state.html)                                             | 保留 | animation       | Animate a texture atlas through typed custom animation state and UV transforms.                                                                                                                                 |
| [live2d](../../examples/live2d.html)                                                                   | 保留 | animation       | Animate the official Miku sample with eight motions, pointer follow, physics, and close-up views through the shared WebGL 2 and WebGPU renderer.                                                                |
| [audio_piano](../../examples/audio_piano.html)                                                         | 精选 | audio           | Play the supplied Call of Silence piano score with blue bioluminescent plumes, procedural shaders, spatial voices and convolution reverb, or import a local MIDI arrangement.                                   |
| [particle_collision_theatre](../../examples/particle_collision_theatre.html)                           | 保留 | particles       | Release a shower of light onto four polished surfaces. Real particle collisions scatter sparks within a quiet architectural frame.                                                                              |
| [particle_elemental_forge](../../examples/particle_elemental_forge.html)                               | 精选 | particles       | Molten light rises through a brass instrument: eight emission shapes, fine embers, cold mineral dust, and a calibrated circular plinth.                                                                         |
| [particle_gpu_nebula](../../examples/particle_gpu_nebula.html)                                         | 精选 | particles       | A copper accretion disk surrounds a dark core, with glacial dust, WebGPU simulation and resident event routing, plus portable stateless stars.                                                                  |
| [snow](../../examples/snow.html)                                                                       | 保留 | particles       | Animate 10,000 billboards with per-instance attributes in a portable vertex shader.                                                                                                                             |
| [particle_orbital_weave](../../examples/particle_orbital_weave.html)                                   | 保留 | particles       | Two comets shed granular wakes while three luminous ribbon and trail systems follow independent inclinations, directions, and periods.                                                                          |
| [particle_noise_fields](../../examples/particle_noise_fields.html)                                     | 保留 | particles       | Fine grains and soft mist flow through four mineral currents, with coherent particle velocities, vector and curl noise, and gradual dissolution.                                                                |
| [depthTexture](../../examples/depthTexture.html)                                                       | 保留 | rendering       | Sample a render-target depth attachment and display its depth values.                                                                                                                                           |
| [lifegame](../../examples/lifegame.html)                                                               | 保留 | rendering       | Paint live cells and evolve them with two alternating render targets.                                                                                                                                           |
| [drawBuffers](../../examples/drawBuffers.html)                                                         | 保留 | rendering       | Write several fragment outputs in one pass and inspect each color attachment.                                                                                                                                   |
| [MultiSampledRenderbuffers](../../examples/MultiSampledRenderbuffers.html)                             | 保留 | rendering       | Render geometric edges with the portable multisampled forward pipeline.                                                                                                                                         |
| [renderTarget](../../examples/renderTarget.html)                                                       | 保留 | rendering       | Render a box into an offscreen target and use its color attachment as a texture.                                                                                                                                |
| [stencilTest](../../examples/stencilTest.html)                                                         | 保留 | rendering       | Use a stencil mask to control where overlapping textured geometry is visible.                                                                                                                                   |
| [local_reflections_gallery](../../examples/local_reflections_gallery.html)                             | 保留 | post-processing | Explore two connected rooms with budgeted HDR reflection captures, parallax correction, probe blending and roughness filtering.                                                                                 |
| [screen_space_reflections_palace](../../examples/screen_space_reflections_palace.html)                 | 保留 | post-processing | Stage the Khronos Car Concept in a seamless smoked-lacquer studio with hierarchical ray tracing, confidence filtering, and temporal reflection resolve.                                                         |
| [bloom](../../examples/bloom.html)                                                                     | 精选 | post-processing | Compare engine HDR Bloom against the same raw scene in a WebGPU nocturne driven by 32,768 compute-simulated fireflies around an eclipse shrine.                                                                 |
| [post_process](../../examples/post_process.html)                                                       | 保留 | post-processing | Switch convolution kernels over the same rendered scene and compare their output.                                                                                                                               |
| [screen_space_global_illumination_chapel](../../examples/screen_space_global_illumination_chapel.html) | 精选 | post-processing | Enter a procedural brutalist chapel where portable stochastic SSGI transports cyan, vermilion, violet, and warm emissive radiance across pale stone.                                                            |
| [scriptable_pipeline](../../examples/scriptable_pipeline.html)                                         | 精选 | post-processing | Shape a sculptural gallery with portable highlight extraction, separable bloom, and depth-aware spectral finishing. Compare the result and inspect color, bloom, depth, and contours.                           |
| [temporal_aa_observatory](../../examples/temporal_aa_observatory.html)                                 | 保留 | post-processing | Stress fused motion vectors, visibility-aware history, logarithmic depth rejection, and fixed-scale TAAU in a kinetic WebGPU constellation.                                                                     |
| [ground_truth_ambient_occlusion](../../examples/ground_truth_ambient_occlusion.html)                   | 保留 | post-processing | Read scales, claws, coils, layered stone contacts, and a deep architectural niche through portable temporal GTAO.                                                                                               |
| [compute_eclipse_shrine](../../examples/compute_eclipse_shrine.html)                                   | 保留 | compute         | Orbit a cinematic eclipse built from 65,536 compute-simulated bodies, three indirect spectral layers, PBR relics, HDR bloom, and interactive gravity.                                                           |
| [compute_raytracing](../../examples/compute_raytracing.html)                                           | 保留 | compute         | Progressively path trace a refractive Hilo3D crystal wordmark, glass sphere, champagne-metal cube, soft shadows, and cinematic HDR bloom.                                                                       |
| [compute_particles](../../examples/compute_particles.html)                                             | 精选 | compute         | Drive 65,536 GPU bodies through aurora, stars, cyber dunes, meteor-wake force fields, boundary collisions, and indirect glow rendering.                                                                         |
| [compute_gpu_driven](../../examples/compute_gpu_driven.html)                                           | 保留 | compute         | See Forward+, Gaussian splats, and a curl-noise Hilo3D GPU particle wordmark stay on the public Render Graph.                                                                                                   |
| [cameraHelper](../../examples/cameraHelper.html)                                                       | 保留 | interaction     | Inspect a second camera and its frustum with the public CameraHelper.                                                                                                                                           |
| [mesh_picker](../../examples/mesh_picker.html)                                                         | 精选 | interaction     | Pick visible parts of a glTF model through the GPU-backed MeshPicker.                                                                                                                                           |
| [mouse_event](../../examples/mouse_event.html)                                                         | 保留 | interaction     | Interact with layered meshes through engine pointer events and hit testing.                                                                                                                                     |
| [raycast](../../examples/raycast.html)                                                                 | 保留 | interaction     | Move the pointer over rotating meshes to see projected intersection points.                                                                                                                                     |
| [raycast_node](../../examples/raycast_node.html)                                                       | 保留 | interaction     | Click a stack of planes to remove intersected nodes in depth order.                                                                                                                                             |
| [webxr](../../examples/webxr.html)                                                                     | 保留 | interaction     | Enter an immersive WebXR session on a supported device using WebGL 2.                                                                                                                                           |
| [loader/glTF_clone](../../examples/loader/glTF_clone.html)                                             | 保留 | loaders         | Clone a loaded glTF scene while retaining its geometry and material references.                                                                                                                                 |
| [loader/glTF_loader](../../examples/loader/glTF_loader.html)                                           | 保留 | loaders         | Load and compare animated glTF assets with scene helpers.                                                                                                                                                       |
| [glTFViewer/index](../../examples/glTFViewer/index.html)                                               | 精选 | loaders         | Load glTF 2.0 models from a URL, files, or a dropped folder.                                                                                                                                                    |
| [loader/loader_progress](../../examples/loader/loader_progress.html)                                   | 保留 | loaders         | Track glTF asset loading progress before interacting with the loaded scene.                                                                                                                                     |
| [loader/shader/shader_loader](../../examples/loader/shader/shader_loader.html)                         | 保留 | loaders         | Load external GLSL vertex and fragment files into a ShaderMaterial.                                                                                                                                             |
| [asset_streaming](../../examples/asset_streaming.html)                                                 | 保留 | loaders         | Stream KTX2/Basis textures with coarse-first detail, worker decoding, bounded residency and hidden-set eviction.                                                                                                |
| [physics/rapier_character](../../examples/physics/rapier_character.html)                               | 精选 | physics         | Guide a porcelain courier through a miniature obstacle course using collision-constrained character motion, stair assistance, jumping and visible scene queries.                                                |
| [physics/rapier3d](../../examples/physics/rapier3d.html)                                               | 精选 | physics         | Start a 29-domino chain reaction, launch a CCD projectile into a stacked tower, and apply impulses to compound bodies in a porcelain-and-brass physics garden.                                                  |
| [physics/rapier_joints](../../examples/physics/rapier_joints.html)                                     | 保留 | physics         | Drive a machined flywheel, connecting rod and prismatic slider, then disturb a spring-coupled double pendulum to trace motion through a complete mechanism.                                                     |
| [physics/rapier2d_marble](../../examples/physics/rapier2d_marble.html)                                 | 保留 | physics         | Guide 30 marbles through motorized splitters, collision pins and five sensor scoring lanes in a layered mechanical cabinet with automatic recirculation.                                                        |
| [physics/rapier_materials](../../examples/physics/rapier_materials.html)                               | 保留 | physics         | Release four matched samples in calibrated bounce instruments and compare four independent friction ramps with live rebound and travel measurements.                                                            |
| [physics/rapier_bridge](../../examples/physics/rapier_bridge.html)                                     | 保留 | physics         | Load a miniature suspension bridge and watch segmented decking, dynamic cable links and spring hangers distribute weight through real constraints.                                                              |
| [frustum_test](../../examples/frustum_test.html)                                                       | 保留 | advanced        | Orbit a field of 700 meshes to inspect camera-frustum visibility and draw counts.                                                                                                                               |
| [webgl_support](../../examples/webgl_support.html)                                                     | 保留 | advanced        | Inspect the explicitly selected backend and its active rendering context.                                                                                                                                       |
| [gtao_acceptance_lab](../../examples/gtao_acceptance_lab.html)                                         | 保留 | advanced        | Validate contact scale, thin geometry, depth edges, normal detail, material response, and temporal rejection in a deterministic dual-backend GTAO fixture.                                                      |
| [resourceManagerTest](../../examples/resourceManagerTest.html)                                         | 保留 | advanced        | Replace meshes and inspect tracked, active, and pending GPU resources.                                                                                                                                          |
| [texture_image_release](../../examples/texture_image_release.html)                                     | 保留 | advanced        | Release decoded images after upload and periodically replace the source texture.                                                                                                                                |
| [uniformBufferObject](../../examples/uniformBufferObject.html)                                         | 保留 | advanced        | Update custom std140 parameters shared by a portable shader.                                                                                                                                                    |

<!-- /catalog -->

## 验证边界

目录清单检查确认页面与源文件存在、元数据完整、类别与后端一致、无重复标题、保留浏览器缩放。画廊浏览器测试验证筛选与 URL 状态、实际 iframe 导航、历史恢复、手机焦点和错误重试。渲染验证继续使用原有双后端原生 draw、submit、像素与错误门禁；清单审阅不等于所有美术场景都做过人工逐帧验收。

## Adjacent 局部反射

[local_reflections_gallery](../../examples/local_reflections_gallery.html)
使用两个相邻展厅演示局部反射、跨房间材质混合、离屏光源、动态捕获和粗糙度过滤。双后端共享实现；展示资产由代码生成，无外部下载。使用 OrbitControls 和共享稳定截图协议，支持资源销毁与 persisted 页面恢复。
