115 lines
6.9 KiB
Markdown
115 lines
6.9 KiB
Markdown
# Diffusion pipeline reliability — making the depth ControlNet actually followed
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**Started:** 2026-06-15 · ongoing (`/loop`)
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**Problem (user):** "controlnet maps generated are barely followed; images of the
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dungeons are very hit and miss."
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## Root cause found (iteration 1)
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The FPV depth maps fed to the Z-Image Fun depth ControlNet used only a sliver of
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the tonal range. Histogram over all 68 baked seed-7 frames:
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- median dynamic range **193 / 255**, worst frame only **54**
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- **0/68** frames reached true black (`<32`); the deepest recesses topped out ~mid-gray
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- only **35/68** reached near-white at the near surfaces
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Cause in `reikhelm-web/fpv.js`: a fixed `t = dpix / maxView` with `maxView = 12`.
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The nearest floor sits ~1 cell away (never hit white) and a wall 3 cells ahead
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landed at mid-gray (never black), so small rooms collapsed into the 160–214 band.
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Depth ControlNets are trained on full-range MiDaS / depth-anything maps, so a
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washed-out map gives almost no structural signal → the model freelances.
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## Fix shipped — commit `018909b`
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Two-pass raycast in `computeFPVDepth`:
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- Pass 1 records each column's wall distance + the frame's true near/far.
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- Pass 2 maps depth through a **per-frame window**: near → white, deepest visible
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recess → black, every frame.
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- Far plane tracks the deepest *real* surface but is clamped to `minSpan` (5 cells)
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so a shallow dead-end nook is NOT stretched into a fake tunnel — its faced wall
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stays an honest mid-gray slab (no black recess → no phantom-door bait).
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- `gamma` 2.0 → 1.5 (normalization now owns the range). `nearPlane`/`minSpan` are opts.
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**Verified offline** (headless `bakeAtlasDepths(7)`, 68 frames):
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median range 193 → **255**; near-white frames 35/68 → **68/68**; worst range 54 → 106.
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Visual before/after (`/tmp/ba.png` during the session): open frames now frame a
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black passage; closed frames a clean mid-gray wall.
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## Next — needs the render workstation (192.168.1.26:8188, was OFFLINE this iteration)
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The depth signal is now strong, so the old strength is almost certainly wrong.
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With a weak signal you crank strength to force adherence; a strong signal wants
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*less*. `bake_atlas.py` defaults `--strength 0.85`.
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1. Re-probe the workstation: `python3 tools/comfy-spike/comfy.py probe http://192.168.1.26:8188`
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(2026-06-15 iter 2: host pings but **port 8188 closed — ComfyUI not running**; needs a
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manual start on the workstation before any of the below.)
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2. **A/B + strength sweep in one run** (tool written & validated; old rev-2 maps persisted
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to `tools/out/compare/rev2_depths/` so the fix is provable, not just "looks better"):
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```
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python3 tools/comfy-spike/sweep_strength.py http://192.168.1.26:8188 \
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--seed-dir tools/out/atlas/7 --alt-work tools/out/compare/rev2_depths \
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--open r8_N --closed r0_N --strengths 0.55,0.7,0.85,1.0
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```
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→ `tools/out/compare/sweep_<run>.png`: each frame gets a NEW row (full-range maps) and
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an OLD row (washed-out rev-2) across every strength. Read adherence: does the rendered
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passage land on the black recess? does the closed wall stay a wall (no phantom door)?
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Expect NEW ≫ OLD; pick the lowest strength that still honors geometry, update
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`bake_atlas.py --strength 0.85` default. (Drop `--alt-work` once the win is confirmed.)
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3. Then re-bake a full atlas at the chosen strength and spot-check a montage vs the
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old `acc8137`/`a12bcbb` bakes.
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## Iteration 3 — first GPU pass (2026-06-15/16, workstation back up)
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Ran the A/B + strength sweep (16 renders) and follow-ups. Findings:
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1. **Open frames: the rev-3 normalization works.** `r8_N` renders a clean pillared
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hall with the passage landing exactly on the depth's black recess. NEW ≈ OLD here
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only because `r8_N` already had structure; the win shows on small-room recesses.
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2. **Blown-highlight regression (introduced by rev-3, now FIXED).** Mapping the
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nearest pixel to pure white (`nearPlane = nearRaw`) made the ControlNet render
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overexposed near floors/ceilings at strength 0.85. Fix: `nearPlane = 0` (anchor
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white at the camera, nearest real surface ≈ gray 214) + `minSpan = 8`. Re-baked +
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re-rendered: blown ceiling gone, geometry adherence intact, recesses still black.
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3. **Phantom doors on closed walls = a PROMPT problem, not depth.** Present in OLD
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maps too. Root cause: opening-NOUNS in the positive prompt. `threshold`'s body
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("dungeon gatehouse, iron portcullis, entrance") painted a gate onto a solid
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wall; at cfg 1.0 the negative can't cancel it. A generic opening-free body
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("rough-hewn stone chamber, bare granite walls") renders a clean dead-end.
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"Bricked-up archway" BACKFIRES — "archway" alone re-summons the arch.
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→ Fix in `bake_atlas.py`: `THEME_BODY_CLOSED` (theme flavor, zero opening nouns)
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for closed facings + opening-nouns added to the negative on closed facings only.
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**Tooling fixes:** `sweep_strength.py` re-exec-under-venv guard (the venv's python is
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a symlink to the base interpreter, so the realpath check wrongly skipped the hop —
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now an env-sentinel guard); montage now succeeds in one invocation.
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### Iteration 3 end-to-end result — VALIDATED ✅
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Full seed-7 re-bake (67/68; one transient ComfyUI miss, re-rendered) through rev-3
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maps + closed-body prompts. Old-vs-new montage (`tools/out/compare/`):
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- **r0_N (threshold, closed):** OLD painted a grand gateway + portcullis on a solid
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wall; NEW renders a clean ashlar wall with torches. Phantom door gone.
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- **r16_E (throne, closed):** clean wall with banners/columns — theme flavor survives
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with zero opening nouns. Generalizes past threshold.
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- **r16_N (throne, open) / r8_N (hall, open):** rich themed scenes, passage exactly on
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the depth recess. Forge lava / crypt sarcophagi / library shelves / den all good.
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- Strength **0.85 kept** — honors geometry without stiffness on the high-contrast maps.
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### Campaign upgrade (in progress)
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DESCENT loads these atlases directly (`game.js setFrame /out/atlas/<seed>/r<room>_<dir>.png`).
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Campaign = seeds **7, 69, 59** (`game-web/game.js CAMPAIGN`), all previously baked at
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the broken rev-2 (`a12bcbb`). Seed 7 done. Re-baking 69 + 59 through rev-3 (depths
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re-exported headless, old frames backed up to `compare/old_bake_<seed>/`).
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### Optional later
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- Lower strength A/B (0.7) for more natural texture if any frame reads stiff.
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- The single-frame retry-on-empty in bake_atlas would avoid the occasional ComfyUI miss.
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## Open levers if still hit-and-miss after strength tuning
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- `nearPlane`/`minSpan`/`gamma` are now tunable per-export — A/B if near surfaces
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read too blown-out (the AFTER maps are ~47% near-white; may want a slightly
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deeper nearPlane to retain near-field texture).
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- Subtle masonry-block relief on closed-wall slices so flat walls render as detailed
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stone (offline-buildable, but verify on GPU it doesn't read as structure).
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- Strength `start_percent`/`end_percent` scheduling (currently 0→1 full) — easing
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control off in late steps frees texture while locking composition.
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