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render request: ALSO pin appearance (texture + lighting), not just the camera rig

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  1. render_request/README.md +21 -0
render_request/README.md CHANGED
@@ -37,6 +37,27 @@ is constant across frames (it should be rigid — ours measures a per-element st
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  ## 2. What to render
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  | file | contents |
 
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+ ## 1b. Appearance must be PINNED — this is new, and it matters more than the rig
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+ The existing demos are **appearance-randomized per demo**: the render pipeline runs
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+ `TextureModder` and `LightingModder` off a per-attempt `variant_seed`, so each of a task's 20
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+ demonstrations has a different table material, a different floor and different lighting. We only
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+ found this by looking at the frames — it is recorded in the render manifest, not in the task's
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+ `domain_randomization` block, which contains position deltas only.
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+ For a 20-demo benchmark that is a problem. The policy has to learn appearance-invariance *and* the
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+ manipulation skill from 20 samples, so the score conflates two abilities and cannot be attributed
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+ to the one under test. Measured on the current demos: a reach task scores 82% while two
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+ manipulation tasks score 2% and 0%, with 99 of 100 rollouts running to the step cap — acting, never
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+ completing.
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+ **So please render all 20 demos of a task under ONE fixed appearance:** one table material, one
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+ floor, one lighting setup, held constant across every demo and every task. Concretely, either
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+ disable `TextureModder` and `LightingModder`, or hold `variant_seed` constant across the batch.
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+ If your pipeline cannot pin them, please say so rather than varying them — we would rather know and
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+ design around it than discover it in the frames again.
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  ## 2. What to render
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  | file | contents |