Commit Graph

3 Commits

Author SHA1 Message Date
Dejvino
89e05459c0 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>
2026-08-20 09:02:01 +02:00
Dejvino
1ca9fa2f1f Let scenes layer on each other, and give the camera somewhere to look
Two devices that were built, wired up, and doing nothing.

OVERLAYS. buildStack gated layering on `surfaceOf(m) === 'composable'`, and
no scene in the library declared `surface` — so the only thing that could ever
sit on top was the one scene declaring `role: 'accent'`, and the overlay roster
excluded accents by construction. Empty intersection, every time: 0/144 stacks
carried an overlay. Every layered frame in every song was the same particle
field.

Labelled the library from the phase 12 coverage gate rather than by eye: the
37 scenes painting under 30% of the frame are composable. Particle Field loses
its privileged slot and becomes one of them, keeping only `background: false`,
which is the honest part — points in empty space cannot carry a section alone.
The reserved accent slot is gone; one roster, two passes at it. 1 distinct
overlay scene becomes 27, and the rate lands at 34% of stacks after trimming a
base chance that had been tuned while the branch was dead.

THE CAMERA. framing.shift moved the frame by a median of 0.029 of a half-frame
at a fresh random angle every shot, so successive offsets cancelled and the
median jump at a cut was 0.014. Present in every frame, visible in none.

look/Camera.js is the director's camera department: the story says tension,
order and which act a section is in, and this turns that into where the frame
looks and how it travels there. Each director names a camera. Jump distance
follows tension and act, speed follows energy, and the curve is one of four.
Cuts choose between reframing and matching, so two scenes can still read as one
place. Median offset 0.190, median reframe 0.135, and 94% of shots now move
during the shot rather than only at the cut.

Four new gates, each with a FLOOR — the device this replaces passed every
existing check while doing nothing, because the only bound was a ceiling.

Also lands the in-progress Epic 4 story layer it builds on: Story.js, phase 13,
and the direction statistic.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 06:48:13 +02:00
Dejvino
9d15c3cf49 Phase 7: grow the scene library to 16
Ten new scenes, with 'minimal' first: the family was empty, so intros and
breakdowns fell through to flow/organic and every track opened at full
density. Quiet sections now land on a restful family 48/48 times across 24
seeds, 28 of them minimal.

New: Horizon Lines, Spectrum Sculpture, Slow Orb (minimal); Curl Flow
(flow); Plasma Bloom, Metaballs (organic); Kaleido Tunnel, Moiré Grid
(geometric); Ridge Terrain (structural); Scan Tear (glitch).

Four real bugs, three of which the existing gates could not have caught:

1. SHADER PROGRAMS LINK ASYNCHRONOUSLY. three.js uses
   KHR_parallel_shader_compile, so draws against an unlinked program render
   wrong. The heaviest scene had its first TEN frames differ from every
   later render of the same frames. Preview hides this entirely; export
   renders each frame once, so those frames would ship broken. Added
   Engine.prime() — WebGLRenderer.compile() plus a discarded warm frame —
   and the exporter now primes before encoding. Rendering a throwaway frame
   and reading it back is NOT sufficient; measured, it left 3-5 frames wrong.

2. Moiré Grid declared a param on u_width, which the shader contract already
   uses for stereo width. GLSL redefinition, and the only symptom was a
   black frame. Lint now rejects any param uniform colliding with the
   contract.

3. Spectrum Sculpture strobed at 4 flashes/s. Two causes: rotation measured
   in turns meant bar-crossing frequency was bars x rate (82 bars put a
   slow-looking 0.12 turns/s at 10 Hz), and hard band-tier boundaries made
   every bar switch band simultaneously. Rotation is now in segment units so
   the rate IS the crossing frequency, bands interpolate, and the range is
   capped where the flash meter measures zero.

4. Particle Field was being chosen as a primary background despite being
   mostly empty by design. Scenes now declare role: 'accent'; those are
   never primary and are judged on variance rather than luminance.

Three checks were themselves wrong and were rebuilt: mean-distance metrics
unfairly fail sparse scenes for being tasteful rather than static, so
"animates" and "no duplicates" now use max channel delta.

PLAN.md §1 gains two refinements: programs must be primed before the first
frame, and even same-machine the heaviest shaders vary by one LSB under
differing GPU load — so the per-scene criterion is max delta <= 1 rather
than an identical hash. A real bug scores in the tens there.

Full suite 67/67 across all seven phases. Worst 4K frame 3.8ms,
worst flash rate 0/s, worst determinism delta 1/255. Adds README.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 18:40:56 +02:00