Compare commits

..

No commits in common. "53cd1023e02ecb011bc2c7134617bb4edb64c633" and "df02911a1b9373b14683372f6eb40789597ee728" have entirely different histories.

3 changed files with 3 additions and 215 deletions

View file

@ -1,64 +0,0 @@
# Diffusion pipeline reliability — making the depth ControlNet actually followed
**Started:** 2026-06-15 · ongoing (`/loop`)
**Problem (user):** "controlnet maps generated are barely followed; images of the
dungeons are very hit and miss."
## Root cause found (iteration 1)
The FPV depth maps fed to the Z-Image Fun depth ControlNet used only a sliver of
the tonal range. Histogram over all 68 baked seed-7 frames:
- median dynamic range **193 / 255**, worst frame only **54**
- **0/68** frames reached true black (`<32`); the deepest recesses topped out ~mid-gray
- only **35/68** reached near-white at the near surfaces
Cause in `reikhelm-web/fpv.js`: a fixed `t = dpix / maxView` with `maxView = 12`.
The nearest floor sits ~1 cell away (never hit white) and a wall 3 cells ahead
landed at mid-gray (never black), so small rooms collapsed into the 160214 band.
Depth ControlNets are trained on full-range MiDaS / depth-anything maps, so a
washed-out map gives almost no structural signal → the model freelances.
## Fix shipped — commit `018909b`
Two-pass raycast in `computeFPVDepth`:
- Pass 1 records each column's wall distance + the frame's true near/far.
- Pass 2 maps depth through a **per-frame window**: near → white, deepest visible
recess → black, every frame.
- Far plane tracks the deepest *real* surface but is clamped to `minSpan` (5 cells)
so a shallow dead-end nook is NOT stretched into a fake tunnel — its faced wall
stays an honest mid-gray slab (no black recess → no phantom-door bait).
- `gamma` 2.0 → 1.5 (normalization now owns the range). `nearPlane`/`minSpan` are opts.
**Verified offline** (headless `bakeAtlasDepths(7)`, 68 frames):
median range 193 → **255**; near-white frames 35/68 → **68/68**; worst range 54 → 106.
Visual before/after (`/tmp/ba.png` during the session): open frames now frame a
black passage; closed frames a clean mid-gray wall.
## Next — needs the render workstation (192.168.1.26:8188, was OFFLINE this iteration)
The depth signal is now strong, so the old strength is almost certainly wrong.
With a weak signal you crank strength to force adherence; a strong signal wants
*less*. `bake_atlas.py` defaults `--strength 0.85`.
1. Re-probe the workstation: `python3 tools/comfy-spike/comfy.py probe http://192.168.1.26:8188`
2. **Strength sweep** (tool already written, validated):
```
python3 tools/comfy-spike/sweep_strength.py http://192.168.1.26:8188 \
--seed-dir tools/out/atlas/7 --open r8_N --closed r0_N \
--strengths 0.55,0.7,0.85,1.0
```
`tools/out/compare/sweep_<run>.png`. Read adherence: does the rendered passage
land on the black recess? does the closed wall stay a wall (no phantom door)?
Pick the lowest strength that still honors geometry, update `bake_atlas.py` default.
3. Then re-bake a full atlas at the chosen strength and spot-check a montage vs the
old `acc8137`/`a12bcbb` bakes.
## Open levers if still hit-and-miss after strength tuning
- `nearPlane`/`minSpan`/`gamma` are now tunable per-export — A/B if near surfaces
read too blown-out (the AFTER maps are ~47% near-white; may want a slightly
deeper nearPlane to retain near-field texture).
- Subtle masonry-block relief on closed-wall slices so flat walls render as detailed
stone (offline-buildable, but verify on GPU it doesn't read as structure).
- Strength `start_percent`/`end_percent` scheduling (currently 0→1 full) — easing
control off in late steps frees texture while locking composition.

View file

@ -124,8 +124,7 @@ export function vantage(env, opts = {}) {
} }
// Build a first-person depth field. Returns { width, height, gray, at, dir }. // Build a first-person depth field. Returns { width, height, gray, at, dir }.
// opts: { stage?, at?[x,y], dir?'N'|'E'|'S'|'W', width?, height?, fov?deg, // opts: { stage?, at?[x,y], dir?'N'|'E'|'S'|'W', width?, height?, fov?deg, maxView?, gamma? }
// maxView?, gamma?, nearPlane?, minSpan? }
export function computeFPVDepth(env, opts = {}) { export function computeFPVDepth(env, opts = {}) {
const { tiles } = getStage(env, opts.stage); const { tiles } = getStage(env, opts.stage);
const w = env.width, h = env.height; const w = env.width, h = env.height;
@ -133,7 +132,7 @@ export function computeFPVDepth(env, opts = {}) {
const fov = (opts.fov ?? 80) * Math.PI / 180; // wider horizontal FOV to fill the widescreen frame const fov = (opts.fov ?? 80) * Math.PI / 180; // wider horizontal FOV to fill the widescreen frame
const planeLen = Math.tan(fov / 2); const planeLen = Math.tan(fov / 2);
const maxView = opts.maxView ?? 12; // how far the eye sees (cells) before it's pure dark const maxView = opts.maxView ?? 12; // how far the eye sees (cells) before it's pure dark
const gamma = opts.gamma ?? 1.5; // >1 deepens the falloff to black; normalization owns the range now const gamma = opts.gamma ?? 2.0; // >1 deepens the falloff to black (matches the proven corridor look)
const at = opts.at ?? vantage(env, opts); const at = opts.at ?? vantage(env, opts);
const dirName = opts.dir ?? 'N'; const dirName = opts.dir ?? 'N';
@ -147,17 +146,6 @@ export function computeFPVDepth(env, opts = {}) {
const centerX = W >> 1; const centerX = W >> 1;
let ahead = maxView; // straight-ahead wall distance (cells) — big = an opening leads onward let ahead = maxView; // straight-ahead wall distance (cells) — big = an opening leads onward
// Pass 1 — cast every column, recording the wall-hit distance (or maxView when
// the ray escapes off-map / through a gap). We need the frame's true near/far
// span BEFORE mapping to gray. A fixed 0..maxView scale wastes most of the
// tonal range on small rooms: the nearest floor sits ~1 cell off (never quite
// white) and a wall 3 cells ahead lands at mid-gray (never black), so a whole
// depth map collapses into the 160214 band — almost no contrast for the depth
// ControlNet to honor. Normalizing each frame to its own near/far instead
// makes near surfaces white and the deepest recess black every time.
const colDist = new Float32Array(W);
let nearRaw = 1.0; // the floor at the screen's bottom edge always sits ~1 cell away
let farRaw = 0;
for (let x = 0; x < W; x++) { for (let x = 0; x < W; x++) {
const camX = 2 * x / W - 1; // 1 … 1 across the screen const camX = 2 * x / W - 1; // 1 … 1 across the screen
const rayX = dirX + planeX * camX; const rayX = dirX + planeX * camX;
@ -180,27 +168,8 @@ export function computeFPVDepth(env, opts = {}) {
} }
const perp = side === 0 ? sideX - deltaX : sideY - deltaY; const perp = side === 0 ? sideX - deltaX : sideY - deltaY;
const dist = hit ? clamp(perp, 0.02, maxView) : maxView; const dist = hit ? clamp(perp, 0.02, maxView) : maxView;
colDist[x] = dist;
if (dist < nearRaw) nearRaw = dist;
if (dist > farRaw) farRaw = dist;
if (x === centerX) ahead = dist; if (x === centerX) ahead = dist;
}
// Per-frame normalization window. The far plane tracks the deepest surface
// actually visible (so a real passage reads black), but is clamped to a floor
// (minSpan) so a shallow dead-end nook isn't stretched into a dramatic fake
// tunnel — its faced wall stays an honest mid-gray slab, not a black recess
// the model would paint a phantom door into. `gamma` then shapes the falloff
// within that window.
const nearPlane = opts.nearPlane ?? nearRaw;
const minSpan = opts.minSpan ?? 5;
const farPlane = clamp(farRaw, nearPlane + minSpan, maxView);
const span = Math.max(farPlane - nearPlane, 1e-3);
// Pass 2 — paint each column: a wall slice at its distance, floor/ceiling
// ramping toward the camera, every depth mapped through the per-frame window.
for (let x = 0; x < W; x++) {
const dist = colDist[x];
// Project the 1-cell-tall wall: lineH = H/dist (fills the screen at dist 1). // Project the 1-cell-tall wall: lineH = H/dist (fills the screen at dist 1).
const lineH = H / dist; const lineH = H / dist;
const ds = clamp(Math.floor(half - lineH / 2), 0, H); const ds = clamp(Math.floor(half - lineH / 2), 0, H);
@ -216,7 +185,7 @@ export function computeFPVDepth(env, opts = {}) {
const p = y < half ? (half - y) : (y - half + 1); const p = y < half ? (half - y) : (y - half + 1);
dpix = Math.min((0.5 * H) / p, maxView); dpix = Math.min((0.5 * H) / p, maxView);
} }
const t = clamp((dpix - nearPlane) / span, 0, 1); const t = clamp(dpix / maxView, 0, 1);
gray[y * W + x] = Math.round(255 * Math.pow(1 - t, gamma)); gray[y * W + x] = Math.round(255 * Math.pow(1 - t, gamma));
} }
} }

View file

@ -1,117 +0,0 @@
#!/usr/bin/env python3
"""Sweep ControlNet strength for the Z-Image FPV depth pipeline and montage it.
With the rev-3 depth maps (full per-frame normalization, commit 018909b) the
control signal is now high-contrast, so the right strength almost certainly
shifted. This renders ONE open frame + ONE closed frame across a strength matrix
at a fixed seed/prompt/sampler, then stacks them next to their depth map so you
can read adherence (does the passage land where the black recess is? does a
closed wall stay a wall?) at a glance.
python3 tools/comfy-spike/sweep_strength.py http://192.168.1.26:8188 \
--seed-dir tools/out/atlas/7 --open r8_N --closed r0_N \
--strengths 0.55,0.7,0.85,1.0
Output: tools/out/compare/sweep_<run>.png (rows = frames, cols = depth + each strength)
Re-run after re-baking depth maps to compare pipeline revisions head to head.
"""
import argparse
import glob
import os
import subprocess
import sys
REPO = os.path.dirname(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
COMFY = os.path.join(REPO, "tools", "comfy-spike", "comfy.py")
VENV_PY = os.path.join(REPO, "tools", "pixelart", ".venv", "bin", "python")
# Mirror bake_atlas.py's proven prompt skeleton so the sweep reflects production.
STYLE = ("dark fantasy, ancient torchlit stone, warm orange torchlight, deep black shadows, "
"wet stone, volumetric haze, architectural photography of an empty ruin, "
"empty, deserted, no people, uninhabited, atmospheric, highly detailed, ")
OPEN_BODY = "grand pillared hall, rows of carved stone columns, a dark arched passage leads onward into shadow ahead"
WALL_BODY = ("dungeon gatehouse of carved stone, the way ahead ends at a blank unbroken wall of stone blocks, "
"sealed solid masonry with no door and no opening, a dead end")
NEGATIVE = ("person, people, human, figure, character, hands, fingers, hand, arm, arms, "
"holding weapon, sword, feet, legs, body, silhouette, UI, HUD, text, watermark, modern")
def render(url, depth, prompt, strength, seed, prefix, wait):
ok = subprocess.run(["python3", COMFY, "zrender", url, "--depth", depth,
"--width", "1280", "--height", "720", "--strength", str(strength),
"--seed", str(seed), "--prompt", prompt, "--negative", NEGATIVE,
"--prefix", prefix, "--wait", str(wait)],
capture_output=True, text=True)
if ok.returncode != 0:
sys.stderr.write(ok.stdout + ok.stderr + "\n")
return None
hits = glob.glob(os.path.join(os.path.dirname(depth), f"out_{prefix}_*.png"))
return hits[0] if hits else None
def montage(rows, strengths, out):
from PIL import Image, ImageDraw
cw, ch, pad = 360, 203, 6
ncol = 1 + len(strengths)
sheet = Image.new("RGB", (cw * ncol + pad * (ncol + 1), (ch + 20) * len(rows) + pad), (16, 16, 16))
dr = ImageDraw.Draw(sheet)
y = pad
for label, depth, imgs in rows:
cells = [("depth", depth)] + [(f"str {s}", imgs.get(s)) for s in strengths]
x = pad
for cap, path in cells:
if path and os.path.exists(path):
sheet.paste(Image.open(path).convert("RGB").resize((cw, ch)), (x, y + 18))
dr.text((x, y + 4), f"{label} · {cap}", fill=(0, 230, 120))
x += cw + pad
y += ch + 20
sheet.save(out)
return out
def main():
ap = argparse.ArgumentParser(description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter)
ap.add_argument("url")
ap.add_argument("--seed-dir", default=os.path.join(REPO, "tools", "out", "atlas", "7"))
ap.add_argument("--open", default="r8_N", help="frame id for the open-passage test")
ap.add_argument("--closed", default="r0_N", help="frame id for the closed-wall test")
ap.add_argument("--strengths", default="0.55,0.7,0.85,1.0")
ap.add_argument("--seed", type=int, default=7, help="fixed diffusion seed (style lock)")
ap.add_argument("--wait", type=int, default=300)
a = ap.parse_args()
work = os.path.join(a.seed_dir, "_work")
strengths = [float(s) for s in a.strengths.split(",") if s.strip()]
run = os.getpid()
cases = [(a.open, OPEN_BODY), (a.closed, WALL_BODY)]
rows = []
for frame, body in cases:
depth = os.path.join(work, f"{frame}_depth.png")
if not os.path.exists(depth):
sys.exit(f"!! missing depth map {depth} — bake the atlas first")
prompt = STYLE + body
imgs = {}
for s in strengths:
prefix = f"sweep_{frame}_{int(s*100)}_{run}"
print(f"[{frame} @ strength {s}] rendering ...", flush=True)
out = render(a.url, depth, prompt, s, a.seed, prefix, a.wait)
if out:
imgs[s] = out
rows.append((frame, depth, imgs))
out_dir = os.path.join(REPO, "tools", "out", "compare")
os.makedirs(out_dir, exist_ok=True)
out = montage(rows, strengths, os.path.join(out_dir, f"sweep_{run}.png"))
# tidy the per-strength intermediates; the montage is the artifact
for _, _, imgs in rows:
for p in imgs.values():
try:
os.remove(p)
except OSError:
pass
print(f"\nmontage → {os.path.relpath(out, REPO)}")
if __name__ == "__main__":
main()