93a5dc8437
4 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
93a5dc8437 |
Epic 5 Phase 2.3 — instrument Assembly for measurement
Gallery, metadata, scene-gate and scene-sweep now handle kind:'model'
with a deterministic ActorSpec. Drawing uses a forked ActorGenerator
so the actor stream never shifts the identity/palette streams:
gallery.renderScene → generateActor per context for model stages
metadata.measureLibrary now includes model stages, SCHEMA 5,
fingerprint covers actors/
scene-gate.runSceneGate → alive/animates/deterministic/distinct/
param-sweep/flash-rate all drive Engine.setLayerSpecs with
actorSpec, and consumes: searches re-derive the actor for the
swapped identity (so the consumes: gate is still testable).
scene-sweep behaves the same per-cell.
Engine.setLayerSpecs now forwards actorSpec/framing into createLayer
so the checks don't need ArcDriver.
SCHEMA bump 4→5 forces metadata refresh on next gallery build,
which is intentional: model stages now participate. Gates remain
all green (69 scenes) and vite builds clean — no runtime change to
the render path for fragment stages.
Co-Authored-By: Claude <noreply@anthropic.com>
|
||
|
|
144c8c918e |
The song brings a body, not only an outline
A silhouette is the same picture from every angle, so a scene that turns one is
showing you the same shape rotated. That is the ceiling the cast has been under:
it can be notched and hollowed and it still cannot be walked around.
So the identity generates an ASSEMBLY — two to six parts, each a primitive with
an offset, a scale, a rotation and a boolean op, all under a symmetry. The
symmetry is the load-bearing half: parts unioned at random positions read as
debris, the same parts folded read as designed, and only a designed object is
worth calling a protagonist. Prism parts are the existing 2D profile extruded,
so the solid and the silhouette stay one character rather than two generators
running side by side.
It travels as data like every other artifact: three vec4 rows per part in
u_formPart, plus the scalars. Scenes declare `consumes: ['form']` and get
castSDF3, castMarch, castSolid, castChorusSolid and castLit; with no identity
they fall back to the flat profile extruded, so the helpers are safe to call
unconditionally. The chorus is the same rows with fewer parts and its own
proportions — a relative, not a second generator, and no extra uniforms.
Three scenes carry it. Effigy is new and holds the object still while it turns.
Floating Geometry and Swarm were already loops of stamps and are now loops of
bodies; Swarm is what the chorus solid exists for. That is 34.8% of videos
containing a 3D cast, against 11.9% when only Effigy had it.
Measured, the outline does change rather than merely spin: over one turn the lit
area of Effigy's subject varies 14-113% against Soloist's 3-51% for the same
rotation. Whether that reaches the variety blocks is not yet measured, and
HOWTO-variety says so rather than claiming the win.
Four costs, each found by measuring rather than by reading:
* every pixel evaluated every instance's field — Swarm at 59ms/frame against a
60ms ceiling. Bounding-sphere reject first, now 12.3ms.
* instances overlap several deep at the top of the size range, and marching
all of them made Floating Geometry's own gate run for minutes. First-wins
instead of last-wins, which was arbitrary either way.
* a normal inside the march loop multiplies four copies of the SDF by the step
count, because GLSL unrolls a fixed bound. Hoisted out.
* the helpers in the shared preamble made all 68 scenes compile what 3 of them
call. FORM_PREAMBLE is appended per scene instead.
The lint's backtick check was green through two of my own breakages: quoting a
name in a doc comment adds backticks in PAIRS, so parity survives and the
pair-scanner just re-partitions the file. It now finds where a shader literal
opens and requires the next backtick to be a real terminator — which
immediately found a second stray pair.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|
|
e5bb7d77e0 |
A reproducible migration, and the first eighteen scenes through it
The library is sixty-one scenes, which is too many to convert from memory or from taste, so the migration is a queue with a gate rather than a judgement call per file. Three pieces. A classifier reads each shader and assigns a tier from evidence in the source — drawn, figure, field, treatment — so two passes over the library reach the same answer and the work has an order. MIGRATION.md is the recipe per tier, written to be followed mechanically. And a gate makes the result verifiable: `consumes` is now a schema field, the lint enforces it in both directions, and the per-scene battery renders each scene under two deliberately distant identities and requires the picture to change. That gate is the part that matters. Without it `consumes` is a comment, and the whole inversion becomes unverifiable at exactly the point where it stops being checkable by eye. With it, a scene that declares the cast and ignores it fails. Eighteen scenes migrated. Four by hand at the drawn tier — Firefly Drift, Metaballs, Floating Geometry, Prism Bloom — and ten at the field tier by script, which is one declaration and one wrapped return. All eighteen pass. The field tier is honestly marginal and the gate says so: every one of the ten moves by 37 to 39 of 255, against 173 to 255 for the drawn tier, and the uniformity across ten unrelated scenes is the tell. That is one global posterisation applying, not ten scenes expressing anything. Cheap, real, shallow. The decomposition moved from identity being worth 54% of the container to 158%, but the stage set changed underneath the measurement and part of that is Metaballs expressing a cast better than Constellation did. What survives the caveat is the useful finding: a migrated library scene carries the identity better than a stage written from scratch to carry it. The four bespoke stages were the wrong shape of effort. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
2806ef1386 |
Phase 10: variety, twelve scenes, and tooling to write the next one
Watching several finished tracks side by side turned up the problem neither Phase 8 (too few cuts) nor Phase 9 (no through-line) addressed: the same scene cast in two different videos looked like the same footage twice. Section bias is nearly identical between two tracks' drops, so both sampled their parameters around the same centre, and the library's own averageness did the rest. Three answers, none of them a new scene: Temperament — a per-track hand on every parameter dial: intensity, pace, detail, and an extremity that decides how far toward the ends of a range the track is willing to sample. Bias comes from the section and is shared between tracks; temperament comes from the track and is not. Overlays — sometimes a second full scene composited over the shot, from a different family, in a blend that preserves what is underneath and never above 0.6 opacity. Not always: a stack that always doubled up would read as permanently cluttered rather than as occasionally layered. A wider palette — hue now derives from SPECTRAL TILT, the log ratio of treble to body. The centroid is a number most masters sit in the middle of, and the plain body/(body+treble) fraction is worse: low frequencies carry most of the energy in all music, so it read 0.98-1.00 for everything and four different battery tracks came out within 0.02 of each other. The ratio is multiplicative, so its logarithm is what spreads — the same four measure -9.3, -5.0, -4.1, -3.8. Also both ways round the wheel (violet, magenta and pink were unreachable by construction), four new schemes, and seeded chroma profile and lightness curve. Closest battery pair went from 0.005 to 0.113. Twelve scenes take the library to 36, six per family: Aurora Veil, Vortex Drift, Tide Rings, Ink Bleed, Dust Chamber, Salt Flat, Cargo Belt, Gate Corridor, Circuit Bloom, Truchet Fold, Signal Decay, Storm Rift. Weighted toward the 'space' and 'shape' traits, which were thinnest and so the signatures most likely to run a track out of cast — the Phase 9 casting rule means the pool a track draws from is smaller than the library. Also fixes a real one in shots.js: heavy LRU weighting was not enough to make a section reach its whole roster, and a five-shot section still came out 0,2,0,2,0 about a fifth of the time. An unseen companion now wins outright; which one is still free, so only the coverage is guaranteed. Block Mosh declared the camera trait, assigned sigCamera(p) to a p it then never read, and passed the lint's evidence grep. The Phase 9 render gate measured its response to the camera at exactly zero. --- tooling --- Adding a scene was mostly boilerplate and round-trips, which is expensive in both senses. The irreducible cost is the shader body; everything around it is now mechanical: npm run new:scene -- "Name" --family=... --traits=... writes the module, registers it, and leaves a skeleton that already passes every gate, with name-derived constants so two skeletons are not twins. The lint grew the rules that previously needed a GPU to catch: the dead camera above, prev() with no base image, and large loops with no early break (with a `// lint: fixed-cost` opt-out for a genuinely fixed-cost sampling loop). checks.html?scene=Name runs the per-scene acceptance battery for one scene — ten lines and a verdict instead of rendering the whole library to find out whether one shader is alive. The same procedure is a repo skill under .claude/skills/build-visualizer/. --- checks changed, with the measurements --- P5 determinism compared two WebGL CONTEXTS, which is not what it is for. Measured: one context is bit-exact over 40 frames with feedback at 0.6; two contexts disagree by up to 2/255 whether feedback is on or off. It now asserts generation is byte-identical (hard) and rendering within 2/255, since feedback compounds single-level variance. P10's cross-track comparison measures distance RELATIVE to how much image there is. Most scenes are mostly dark, so two genuinely different renders — 25 bars against 53 — scored under 0.02 absolute purely because the black background agrees with itself. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |