Every shot stands on something, and the frame has two ends

A section used to be one scene, and two thirds of the library is composable —
sparse by design, elements ON something. Cast as backgrounds anyway, they left
9 of 40 sampled frames under 20% painted, the darkest at 0.3%: a minute and a
half of a few bright things on black, invisible to every gate because every
gate on the stack was a limit rather than a floor.

Every section now stands on a GROUND: a canvas that fills the frame, cast per
section kind so a shot cut changes the shot and not the world. When the shot
fills the frame itself it IS the ground — two canvases stacked is two pictures
fighting. Above that, a coverage BUDGET: director appetite times the section's
energy times where the story is, capped at two frames' worth of material.

The measured facts move into the repo. scenes/metadata.json is generated from
the gallery — coverage as a shot, coverage as a bed, variety, the structural
profile — tracked in git, stamped with a fingerprint of the scenes and the
metric definitions, and refreshed from gallery.html. `surface` is derived from
it rather than declared; nine scenes claimed `canvas` while painting under a
third of the frame, and declaring it is now a lint error. The generator weights
every layering choice by measured structural distance, because family labels
and the render disagree: two `geometric` scenes can be 0.31 apart and a `flow`
and an `organic` scene 0.04.

The gallery's 0.1 red line is gone. It was right when a section was one scene
and wrong now — nineteen scenes were failing a bar for being consistent, which
is a virtue in an ingredient.

Chasing the numbers turned up four real faults:

  * A scene that reads prev() cannot be a ground. It returns the whole
    composited frame including the layers above it, so a datamosh under a shot
    is eating it: the render stopped reproducing from a seek and two WebGL
    contexts diverged by 91/255 against a tolerance of 4.
  * Screen was the wrong operator for a shot over a bed. It lightens, so a
    median quarter of every frame clipped to paper and whole sections rendered
    100% white. Replaced by a lumakey — the shot's brightness is its alpha.
  * Feedback was an accumulator: a still image settled at 2.3x its own
    brightness. Fine over black, fatal over a filled ground. Normalised at 0.6,
    plus a highlight shoulder so the top rolls off instead of clipping.
  * useTrack never prewarmed, so a fresh Show's first frame differed from every
    later render of it — the export-breaking hazard Compositor.prime documents.

Blazing is a decision now, not a side effect: directors declare an appetite for
it, a section must be loud and late in the story to earn one, and quiet kinds
never do. The ceiling gate matches that — a hard cap per section, and no more
than a fifth of them hot at all.

Rendered across twelve videos, middle of every section:

    painted        51% mean, darkest 0.3%  ->  87% mean, darkest 43%
    clipped white  24% median, worst 100%  ->   1% mean, worst 30%
    separation     0.10                    ->  0.44

Seven scenes can ground a section — five geometric, two organic — so every
quiet section of every video stands on one of two beds. That is the library's
largest hole and it is scene work: there is no minimal or flow canvas that
fills half the frame without reading prev().

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Dejvino
2026-08-20 09:02:01 +02:00
co-authored by Claude Opus 5
parent 7d151be6e1
commit 89e05459c0
68 changed files with 9896 additions and 293 deletions
+22 -35
View File
@@ -16,8 +16,9 @@
// looking for the repetitive ones is exactly the job a sort order should do.
import { Engine } from '../engine/Engine.js';
import { blit } from './blit.js';
import { scenes } from '../scenes/registry.js';
import { sampleValues, surfaceOf } from '../params/schema.js';
import { sampleValues } from '../params/schema.js';
import { Rng, hashString } from '../engine/rng.js';
import { featureProviderFor } from '../audio/FeatureTrack.js';
import { songBank } from '../audio/songbank.js';
@@ -29,28 +30,23 @@ import { descriptorDistance, STRUCTURAL } from './variety/signature.js';
const THUMB = { width: 256, height: 144 };
/**
* The floor a visualizer has to clear: how different its own six frames must be
* from each other, across six songs' identities.
/*
* There used to be a MIN_VARIETY floor here — 0.1, drawn as a red line across
* the gallery — on the theory that a scene which looks the same in every song
* leaks that sameness between videos.
*
* Below this a scene is the same picture wherever it appears, and because it is
* cast into many songs that repetition leaks between them — the viewer who
* watches two videos recognises the shot rather than the song. It is a property
* of the scene, not of the generator, so it is the scene that has to be lifted.
* That was true when a section was ONE scene. It is not any more: a section is
* a ground, a shot over it and sometimes a pass over that, so what a viewer
* sees is a combination, and a scene that is reliably itself is a perfectly
* good ingredient in one. Held against a floor, such scenes were failing for
* being consistent.
*
* 0.1, and deliberately a target rather than a description of where the library
* currently sits. Most of it does not clear this — of the scenes measured after
* the region block went in, only Droste Feedback at 0.324 is comfortably over,
* with Plasma Bloom at 0.082 and Voronoi Shatter at 0.062 still short. A bar set
* where the work already is measures nothing.
*
* It has moved twice for instrument reasons rather than taste — the motion block
* was reading zero for the whole library, and adding the region block made the
* total a mean over six rather than five — and both raised every score. Expect
* to re-read it off a fresh gallery whenever the descriptor changes, rather than
* carrying the old number forward.
* The score is still measured, still reported, and still what the gallery sorts
* by — it is genuinely the right question to ask about a scene you are working
* on. It is no longer a bar anything has to clear, and the interesting quantity
* moved up a level: how unalike the scenes in one stack are. That lives in
* scenes/metadata.json and is read by the look generator.
*/
export const MIN_VARIETY = 0.1;
/**
* Six contexts, one per song: everything a scene is handed when it is cast.
@@ -78,20 +74,6 @@ export function galleryContexts(count = 6) {
});
}
/** Bottom-up WebGL pixels into a canvas the right way up. */
function blit(canvas, pixels, width, height) {
canvas.width = width;
canvas.height = height;
const ctx = canvas.getContext('2d');
const image = ctx.createImageData(width, height);
const row = width * 4;
for (let y = 0; y < height; y++) {
const src = (height - 1 - y) * row;
image.data.set(pixels.subarray(src, src + row), y * row);
}
ctx.putImageData(image, 0, 0);
}
/**
* Render one scene across every context.
*
@@ -175,9 +157,14 @@ export function renderScene(engine, module, contexts) {
return {
thumbs,
// The six per-context descriptors, so a caller can average them into a
// profile rather than re-render the library to get one. See
// checks/metadata.js — this function is the only place the scenes are
// rendered under real identities, and everything measured about a scene
// comes out of here.
descriptors,
variety: pairs ? total / pairs : 0,
coverage: covered,
surface: surfaceOf(module),
byBlock,
error: dead
? `renders nothing — luminance ${lum.toFixed(4)}, variance ${variance.toFixed(4)}. ` +