Fast browser-based terrain + tool path generator using WebGPU compute shaders.
- Multiple Operational Modes: Planar (XY grid), Radial (cylindrical), and Tracing (path-following)
- CNC Toolpath Generation: Generate toolpaths by simulating tool movement over terrain
- GPU Accelerated: 20-100× faster than CPU-based solutions
- Optimized Radial Variants: V2 (default), V3 (memory-optimized), and V4 (slice-based lathe)
- Unified API: Clean three-method interface that works uniformly across all modes
- ESM Module: Importable package for browser applications
import{RasterPath}from'@gridspace/raster-path';// Initialize for planar modeconstraster=newRasterPath({mode: 'planar',resolution: 0.1// 0.1mm grid resolution});awaitraster.init();// 1. Load tool (from STL triangles)consttoolTriangles=parseSTL(toolSTLBuffer);consttoolData=awaitraster.loadTool({triangles: toolTriangles});// 2. Load terrain (rasterizes immediately in planar mode)constterrainTriangles=parseSTL(terrainSTLBuffer);constterrainData=awaitraster.loadTerrain({triangles: terrainTriangles,zFloor: -100});// 3. Generate toolpathsconsttoolpathData=awaitraster.generateToolpaths({xStep: 5,// Sample every 5th point in XyStep: 5,// Sample every 5th point in YzFloor: -100});console.log(`Generated ${toolpathData.pathData.length} toolpath points`);// Cleanupraster.terminate();// Initialize for radial mode (V2 default)constraster=newRasterPath({mode: 'radial',resolution: 0.1,// Radial resolution (mm)rotationStep: 1.0// 1 degree between rays});awaitraster.init();// Load tool and terrain (same API!)awaitraster.loadTool({triangles: toolTriangles});awaitraster.loadTerrain({triangles: terrainTriangles,zFloor: 0});// Generate toolpathsconsttoolpathData=awaitraster.generateToolpaths({xStep: 5,yStep: 5,zFloor: 0});// Output is array of strips (one per rotation angle)console.log(`Generated ${toolpathData.numStrips} strips, ${toolpathData.totalPoints} points`);Radial Variants:
// Use V3 (memory-optimized) for large modelsconstrasterV3=newRasterPath({mode: 'radial',resolution: 0.1,rotationStep: 1.0,radialV3: true});// Use V4 (slice-based lathe, experimental) with pre-sliced dataconstrasterV4=newRasterPath({mode: 'radial',resolution: 0.5,rotationStep: 1.0,radialV4: true});// Initialize for tracing modeconstraster=newRasterPath({mode: 'tracing',resolution: 0.1// Terrain rasterization resolution});awaitraster.init();// Load tool and terrainawaitraster.loadTool({triangles: toolTriangles});awaitraster.loadTerrain({triangles: terrainTriangles,zFloor: -100});// Define input paths as arrays of XY coordinate pairsconstpaths=[newFloat32Array([x1,y1,x2,y2,x3,y3, ...]),// Path 1newFloat32Array([x1,y1,x2,y2, ...])// Path 2];// Generate toolpaths by tracing along pathsconsttoolpathData=awaitraster.generateToolpaths({paths: paths,step: 0.5,// Sample every 0.5mm along each pathzFloor: -100});// Output is array of XYZ coordinate arrays (one per path)console.log(`Generated ${toolpathData.pathResults.length} traced paths`);toolpathData.pathResults.forEach((path,i)=>{console.log(` Path ${i}: ${path.length/3} points`);});npm install
npm run devOpen http://localhost:3000 and drag STL files onto the interface.
- Tool Rasterization: Create XY grid at specified resolution and rasterize tool geometry (keeps min Z per grid cell)
- Terrain Rasterization: Rasterize terrain geometry on matching XY grid (keeps max Z per grid cell)
- Toolpath Generation:
- Scan tool over terrain in XY grid with configurable step sizes (xStep, yStep)
- At each position, calculate minimum Z-offset where tool doesn't collide with terrain
- Output scanline-based toolpath as array of Z-heights
Three variants are available with different performance characteristics:
- Tool Rasterization: Rasterize tool in planar mode (same as above)
- Terrain Preparation: Center terrain in YZ plane and store triangles
- Toolpath Generation:
- Cast rays from origin at specified rotation angles (e.g., every 1°)
- For each ray, rasterize terrain triangles along that angle
- Use X-bucketing optimization to partition triangles spatially
- Calculate tool-terrain collisions along each radial strip
- Output array of strips (one per angle), each containing Z-heights along X-axis
Enable with radialV3: true option.
Algorithm:
- Tool Rasterization: Same as V2
- Terrain Preparation: Bucket triangles by X-coordinate
- Toolpath Generation (for each rotation angle):
- Rotate all triangles in bucket by angle (GPU parallel)
- Filter by Y-bounds (skip triangles outside tool radius)
- Rasterize all buckets in single dispatch → dense terrain strip
- Generate toolpath from strip immediately
Advantages over V2:
- Lower memory usage (only one angle's data in GPU at a time)
- Y-axis filtering reduces unnecessary triangle processing
- Better cache locality by processing each bucket completely
Enable with radialV4: true option.
Algorithm:
- Tool Rasterization: Same as V2
- Terrain Slicing (CPU): Slice model along X-axis at dense intervals
- Each slice is a YZ plane intersection → array of line segments
- Toolpath Generation (for each rotation angle):
- Rotate all slice lines around X-axis (CPU)
- GPU shader traces tool through rotated slices
- For each X position, ray-cast through corresponding slice to find max Z collision
Advantages:
- No rasterization overhead, works directly with geometry
- CPU/GPU balanced workload
- Based on proven Kiri:Moto lathePath algorithm
Note: V4 expects pre-sliced data and is designed for integration with external slicing engines.
- Tool Rasterization: Rasterize tool in planar mode
- Terrain Rasterization: Rasterize terrain on XY grid (same as planar mode)
- Path Sampling: Sample each input polyline at specified step resolution (e.g., every 0.5mm)
- Toolpath Generation:
- For each sampled point on each path:
- Convert world coordinates to terrain grid coordinates
- Test tool collision at that grid position using planar algorithm
- Calculate maximum collision Z-height
- Output array of XYZ coordinate arrays (one per input path)
- For each sampled point on each path:
Use Case: Generate toolpaths that follow pre-defined paths (e.g., outlines, contours) rather than scanning the entire grid.
Example (84×84×28mm model, 6,120 triangles):
| Step Size | Points | WebGPU Time | CPU Time (WASM) |
|---|---|---|---|
| 0.5mm | 48K | 0.8s | 20-80s |
| 0.1mm | 1.2M | 2s | 280s |
Speedup: 20-100× faster with WebGPU
src/
index.js # Main RasterPath API (ESM export)
web/
webgpu-worker.js # WebGPU worker (GPU compute shaders)
app.js # Demo web application
index.html # Demo UI entry point
style.css # Demo styles
parse-stl.js # STL file parser utility
test/
planar-test.cjs # Planar mode regression test
planar-tiling-test.cjs # Planar high-resolution test
radial-test.cjs # Radial mode regression test
benchmark/
fixtures/ # Test STL files (terrain.stl, tool.stl)
build/ # Built files (generated by npm run build)
Constructor: new RasterPath(options)
Options:
mode(string):'planar','radial', or'tracing'resolution(number): Grid resolution in mm (e.g., 0.1)rotationStep(number, radial only): Degrees between rays (e.g., 1.0)radialV3(boolean, radial only): Enable V3 memory-optimized pipeline (default: false)radialV4(boolean, radial only): Enable V4 slice-based lathe pipeline (default: false)
Initialize WebGPU worker. Must be called before other methods.
Returns: Promise<void>
Example:
constraster=newRasterPath({mode: 'planar',resolution: 0.1});awaitraster.init();Load tool geometry for toolpath generation.
Parameters (one required):
triangles(Float32Array, optional): STL triangle data (9 floats per triangle: v0.xyz, v1.xyz, v2.xyz)sparseData(object, optional): Pre-computed raster data with{ bounds, positions, pointCount }
Returns: Promise<object> - Tool raster data with { bounds, positions, pointCount }
Example:
// From STL trianglesconsttoolData=awaitraster.loadTool({triangles: toolTriangles});// From pre-computed sparse data (Kiri:Moto integration)consttoolData=awaitraster.loadTool({sparseData: { bounds, positions, pointCount }});Load terrain geometry. Behavior depends on mode:
- Planar mode: Rasterizes immediately and returns terrain data
- Radial mode: Stores triangles for later, returns
null
Parameters:
triangles(Float32Array): STL triangle datazFloor(number, optional): Z floor value for out-of-bounds areasboundsOverride(object, optional): Override bounding box{min: {x, y, z}, max: {x, y, z}}onProgress(function, optional): Progress callback(progress: number) => void
Returns:
- Planar mode:
Promise<object>- Terrain raster data with{ bounds, positions, pointCount } - Radial mode:
Promise<null>
Example:
// Planar mode - returns terrain data immediatelyconstterrainData=awaitraster.loadTerrain({triangles: terrainTriangles,zFloor: -100});// Radial mode - stores for laterawaitraster.loadTerrain({triangles: terrainTriangles,zFloor: 0});Generate toolpaths from loaded tool and terrain. Must call loadTool() and loadTerrain() first.
Parameters (mode-dependent):
Planar and Radial modes:
xStep(number): Sample every Nth point in X directionyStep(number): Sample every Nth point in Y directionzFloor(number): Z floor value for out-of-bounds areasradiusOffset(number, radial only): Radial offset in mmonProgress(function, optional): Progress callback(progress: number) => void
Tracing mode:
paths(Array): Array of input polylines (each as XY coordinate pairs)step(number): Sample resolution along paths in world units (e.g., 0.5mm)zFloor(number): Z floor value for out-of-bounds areasonProgress(function, optional): Progress callback(progress: number) => void
Returns:
Planar mode:
Promise<object>with:pathData(Float32Array): Z-heights in scanline orderwidth(number): Points per scanlineheight(number): Number of scanlines
Radial mode:
Promise<object>with:strips(Array): Array of strip objects, each containing:angle(number): Rotation angle in degreespathData(Float32Array): Z-heights along X-axis
numStrips(number): Total number of stripstotalPoints(number): Sum of all points across strips
Tracing mode:
Promise<object>with:pathResults(Array): Array of XYZ coordinate arrays (one per input path)totalPoints(number): Sum of all points across paths
Examples:
// Planar and radial modesconsttoolpathData=awaitraster.generateToolpaths({xStep: 5,yStep: 5,zFloor: -100,radiusOffset: 20// radial mode only});// Tracing modeconstpaths=[newFloat32Array([x1,y1,x2,y2, ...]),newFloat32Array([x1,y1,x2,y2, ...])];consttoolpathData=awaitraster.generateToolpaths({paths: paths,step: 0.5,// Sample every 0.5mmzFloor: -100});Terminate WebGPU worker and cleanup resources.
Example:
raster.terminate();- Modern browser with WebGPU support (Chrome 113+, Edge 113+)
- For testing: Electron (provides headless WebGPU environment)
# Install dependencies
npm install
# Build (copies web files to build/)
npm run build
# Run demo
npm run serve
# Test
npm testMIT