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clean release: remove in-progress/hedging language, causal test framed as future work

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  1. README.md +9 -8
README.md CHANGED
@@ -187,9 +187,9 @@ per-image ground-plane strength (median rho) clusters near KITTI (-0.79 vs -0.82
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  A depth model learns geometry, not texture, so the game corpus hands it an outdoor ground-plane prior that
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  happens to be exactly right for real driving scenes and exactly wrong for cluttered interiors. This single
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  mechanism explains the whole pattern of results: the outdoor win, the indoor gap, and the value of the data
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- as a prior. To move this from a strong correlation to a causal claim, we are running the direct test:
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- holding the game RGB fixed while progressively destroying the depth geometry, retraining, and watching
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- transfer fall (results in progress).
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  ## 5. Indoor is the frontier
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@@ -251,11 +251,12 @@ existing models have not already absorbed.
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  ## 7. Where this goes (v0.3.0)
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- - Scale: more frames and denser sampling, to test whether the outdoor margin widens (a data-scaling curve
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- is in progress to show whether we are still data-limited).
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  - Coverage: indoor and more varied scenes, to convert the indoor frontier into a strength.
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- - Confidence: multi-seed variance and confidence intervals on every number, and the causal depth-geometry
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- ablation of Section 4.
 
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  ## 8. Dataset composition
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@@ -292,7 +293,7 @@ validated by Depth-Anything-V2 reproducing its published NYU number (about 0.055
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  native resolution, because its roughly 3.4:1 frames are otherwise squashed and blurred. The controlled
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  comparison is ours vs Lotus (identical recipe, only the data differs); Marigold and Depth-Anything-V2 are
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  external checkpoints included as reference points, with inference settings disclosed. Depth only; normals
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- are out of scope. Point estimates are single-seed pending the variance study in Section 7.
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  Training footprint: the trained component is the SD2-base UNet (about 0.87B trainable parameters; VAE and
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  text encoder frozen), run for 6000 steps at effective batch 32, so roughly 192k images are seen, about 11
 
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  A depth model learns geometry, not texture, so the game corpus hands it an outdoor ground-plane prior that
188
  happens to be exactly right for real driving scenes and exactly wrong for cluttered interiors. This single
189
  mechanism explains the whole pattern of results: the outdoor win, the indoor gap, and the value of the data
190
+ as a prior. This is a correlation grounded in the mechanism a monocular depth model actually learns; a
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+ direct causal test (holding the game RGB fixed while destroying the depth geometry and measuring the drop
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+ in transfer) is described as future work in Section 7.
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  ## 5. Indoor is the frontier
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251
 
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  ## 7. Where this goes (v0.3.0)
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+ - Scale: more frames and denser sampling, to test whether the outdoor margin widens (a data-scaling study
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+ measures whether the task is still data-limited).
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  - Coverage: indoor and more varied scenes, to convert the indoor frontier into a strength.
257
+ - Causal test: a depth-corruption ablation (holding RGB fixed, destroying the depth geometry, and measuring
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+ the drop in transfer) to move the geometry mechanism from correlation to causation.
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+ - Confidence: multi-seed variance and confidence intervals on every headline number.
260
 
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  ## 8. Dataset composition
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  native resolution, because its roughly 3.4:1 frames are otherwise squashed and blurred. The controlled
294
  comparison is ours vs Lotus (identical recipe, only the data differs); Marigold and Depth-Anything-V2 are
295
  external checkpoints included as reference points, with inference settings disclosed. Depth only; normals
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+ are out of scope. Point estimates are single-seed; multi-seed variance is noted as future work in Section 7.
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  Training footprint: the trained component is the SD2-base UNet (about 0.87B trainable parameters; VAE and
299
  text encoder frozen), run for 6000 steps at effective batch 32, so roughly 192k images are seen, about 11