Spaces:
Sleeping
Sleeping
| # Object Image Validation Rubric | |
| Use this reference when the suitability decision is unclear. | |
| ## Pass | |
| - one obvious target object | |
| - object occupies enough of the frame | |
| - at least one strong silhouette | |
| - major materials are visible | |
| - hidden side can be reasonably inferred | |
| - target can be approximated with procedural primitives | |
| ## Conditional | |
| - one view only but object has rotational symmetry | |
| - some occlusion but macro shape is clear | |
| - fine surface detail can be represented with procedural texture | |
| - target is organic but user accepts stylization | |
| - exact brand/logo/text fidelity is not required | |
| ## Reject | |
| - target object is ambiguous | |
| - photo is a scene, not an object reference | |
| - important shape is hidden, cropped, blurred, or transparent | |
| - request demands exact mesh extraction or manufacturing-grade dimensions | |
| - object relies primarily on smoke, liquid, glass caustics, or lace (no reconstruction path exists for these) | |
| ## Character / Human Suitability | |
| Do not blanket-reject a subject for being hair- or cloth-fold-dominant. If the form language is character-like (humanoid silhouette, skin/cloth/hair materials), classify it `character-conditional -> stylized` instead of `reject`. Route through `grimoire/character/reconstruction.md` (proportions, landmarks, pose, stylized materials) by default. | |
| - **character-conditional -> stylized**: humanoid subject, at least one clear frontal view, pose readable, hair/cloth is present but the user accepts the stylized-clump/fold-normal treatment rather than photoreal strands or drape simulation. Proceed with the standard character pipeline. | |
| - **character-conditional -> maximum likeness**: user explicitly wants the closest possible match to a specific person/character. Confirm this intent before starting, then route through `grimoire/character/likeness_maximization.md` (projection-first: template fit, camera match, de-lighting, texture projection). State up front that a single image cannot guarantee 100 percent likeness; report per-region confidence instead of claiming an exact match. | |
| - **still reject**: no humanoid silhouette is discernible at all, the figure is fully occluded/cropped below usable proportions, or the request demands photoreal skin/hair microstructure from a single low-resolution image with no willingness to provide more views or accept stylization. | |
| Before committing to a character spec: | |
| - confirm which stylization level the user accepts (realistic ~7.5 heads / stylized 5-6 / chibi 2-3) — do not assume realistic by default | |
| - request front, side, and back (or full-body) views whenever the visible view cannot support pose, proportion, or back-of-head/body inference | |
| - if maximum likeness is requested but only one low-quality view is available, say so explicitly and offer the stylized fallback as the practical alternative | |
| ## Ask For Better Input | |
| Ask for: | |
| - front, side, and back views | |
| - a neutral background | |
| - higher resolution | |
| - close-ups of material/detail | |
| - desired style: realistic, stylized, low-poly, game prop, hero render | |
| ## Complex Object Detail Standard | |
| For objects with many details, require: | |
| - macro components for the overall mass | |
| - meso components for visible sub-assemblies | |
| - micro components or local features for repeated/tiny details | |
| - material layer stack for every visually distinct surface | |
| - local overrides for stains, scratches, dirt, color changes, wear, bumps, and roughness shifts | |
| - confidence per component or feature | |
| - evidence refs to image regions | |
| If these cannot be inferred from the image, mark the spec `conditional` and list missing views or close-ups. | |