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b20c82e 0d1fbc6 b20c82e 6a75a66 b20c82e 6a75a66 b20c82e 6a75a66 0d1fbc6 6a75a66 0d1fbc6 6a75a66 b20c82e 6a75a66 0d1fbc6 6a75a66 b20c82e 6a75a66 b20c82e 6a75a66 b20c82e 6a75a66 b20c82e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 | """R0-1 β deterministic golden render: bundle x tile -> PNG.
A faithful Python port of the CURRENT frontend composite (canvas-engine.ts):
texture prep (wrap detection -> period-snap -> masked-shift fallback), mip
pyramid + trilinear with per-pixel footprint LOD, shade-map decode, homography-
mapped light vector + gloss-gated specular, colour cast, soft highlight clip,
confidence-map alpha. Texture-prep and sampling primitives are imported from
verify_n1_sim so this stays in lockstep with the certified implementations.
Usage:
python golden_render.py <bundle.json[.gz]> <tile-image> <out.png>
The output is resized to max-dim 720 so goldens stay small and stable.
"""
import base64
import gzip
import json
import sys
import numpy as np
from PIL import Image
from verify_n1_sim import (
build_mips,
detect_wrap_mode,
flatten_luminance,
make_seamless,
period_snap,
sample_bilinear_wrap,
)
OUT_MAX_DIM = 720
def load_bundle(path):
if path.endswith(".gz"):
with gzip.open(path, "rt") as f:
return json.load(f)
return json.load(open(path))
def estimate_gloss(tex):
"""Port of estimateGloss (canvas-engine.ts): mean 4px luminance gradient."""
lum = tex[:, :, 0] * 0.299 + tex[:, :, 1] * 0.587 + tex[:, :, 2] * 0.114
a = lum[::4, 4::4]
b = lum[::4, :-4:4][:, : a.shape[1]]
mean_grad = float(np.mean(np.abs(a - b))) if a.size else 0.0
return float(np.clip(1 - mean_grad / 24, 0, 1))
def soft_clip(v):
"""Port of softClipByte: linear below 220, rational shoulder above."""
knee, rng = 220.0, 35.0
t = v - knee
return np.where(v <= knee, v, knee + (t * rng) / (t + rng))
def apply_shade(sample, m):
"""Port of applyShade (canvas-engine.ts) β N4 highlight-preserving shading.
Dimming (m <= 1) stays a physical multiply. Brightening near-white texels
by multiply clips at 255 and erases pale-tile detail (the white-tile
washout), so for m > 1 blend toward a screen-style lift by texel
brightness: dark texels keep the multiply, bright texels brighten by
closing their gap to white β grout/figuring contrast survives by
construction because the result stays below 255.
"""
mult = sample * m
screen = 255.0 - (255.0 - sample) / np.maximum(m, 1e-6)
t = sample / 255.0
w = t * t * (3.0 - 2.0 * t)
return np.where(m <= 1.0, mult, mult * (1.0 - w) + screen * w)
def prepare_texture(tile_path):
tex = np.asarray(Image.open(tile_path).convert("RGB"))
h, w, _ = tex.shape
mode, _, _ = detect_wrap_mode(tex)
repeat_scale = 1.0
lay_mode = "repeat"
if mode != "wrap":
prepared, info = period_snap(tex)
if info[0] == "snap":
repeat_scale = prepared.shape[1] / w
tex = prepared
else:
tex = make_seamless(tex)
# R2-3 v1 β truly organic materials (healed, not periodic) lay as
# procedural cells; periodic/authored tiles keep the plain repeat.
lay_mode = "cells"
# R2-3b β strip the photo's baked lighting (mirrors canvas-engine.ts):
# snapped patterns stop showing tonal seams at every repeat; healed
# organic textures stop reading as patchwork across cells.
tex = flatten_luminance(tex)
return tex, repeat_scale, lay_mode
_M32 = np.uint64(0xFFFFFFFF)
def hash01(a, b):
"""Port of hash01 (canvas-engine.ts) β bit-exact with Math.imul/>>> JS
semantics so both engines lay identical cells."""
a = (np.asarray(a, np.int64) & 0xFFFFFFFF).astype(np.uint64)
b = (np.asarray(b, np.int64) & 0xFFFFFFFF).astype(np.uint64)
h = ((a * np.uint64(374761393)) & _M32) ^ ((b * np.uint64(668265263)) & _M32)
h = ((h ^ (h >> np.uint64(13))) * np.uint64(1274126177)) & _M32
return ((h ^ (h >> np.uint64(16))) >> np.uint64(8)).astype(np.float64) / 16777216.0
def procedural_cells(rx, ry, repeat_w, repeat_h, grout_frac, tw, th, footprint, pattern="straight"):
"""Port of the R2-3 v1 cell logic (canvas-engine.ts composite):
per-cell toroidal grain offset, tone jitter, pattern-driven bond
(straight = random running bond, brick = fixed half offset, grid/diamond
= aligned), and an anti-aliased seam mask. Returns (u, v, tone, blend)."""
row = np.floor(ry / repeat_h).astype(np.int64)
if pattern in ("grid", "diamond"):
stagger = np.zeros(len(row), np.float64)
elif pattern == "brick":
stagger = (row & 1) * 0.5
else:
stagger = hash01(row, np.full_like(row, 0x9E37))
sx = rx + stagger * repeat_w
col = np.floor(sx / repeat_w).astype(np.int64)
lu = sx / repeat_w - col
lv = ry / repeat_h - row
# R2-3b β grid/diamond tiles are factory prints (real tiles repeat their
# print): content stays aligned per cell; organic grain keeps the
# per-cell toroidal window. Mirrors canvas-engine.ts.
if pattern in ("grid", "diamond"):
u = np.mod(lu, 1.0)
v = np.mod(lv, 1.0)
else:
u = np.mod(lu + hash01(col, row), 1.0)
v = np.mod(lv + hash01(col + 0x55, row - 0x21), 1.0)
tone = 0.94 + 0.12 * hash01(col - 0x13, row + 0x77)
half_u = grout_frac * 0.5
half_v = half_u * (repeat_w / repeat_h)
aa_u = np.maximum(footprint / tw, 1e-4)
aa_v = np.maximum(footprint / th, 1e-4)
du_b = np.minimum(lu, 1.0 - lu)
dv_b = np.minimum(lv, 1.0 - lv)
b_u = np.clip((du_b - half_u) / aa_u + 0.5, 0.0, 1.0)
b_v = np.clip((dv_b - half_v) / aa_v + 0.5, 0.0, 1.0)
return u, v, tone, 1.0 - np.minimum(b_u, b_v)
def apply_reflection(texel, base, xs, ys, h, w):
"""Port of the R4-2 gloss reflection (canvas-engine.ts composite):
mirror the above-floor scene about the per-column contact line, faded
with distance and weighted by reflected brightness squared."""
ys_f = ys.astype(np.float64)
top = np.full(w, np.inf)
np.minimum.at(top, xs, ys_f)
floor_flags = np.zeros((h, w), bool)
floor_flags[ys, xs] = True
ty = top[xs]
ry_refl = np.floor(2.0 * ty - ys_f).astype(np.int64)
valid = np.isfinite(ty) & (ry_refl >= 0) & (ry_refl < h)
ry_c = np.clip(ry_refl, 0, h - 1)
src_floor = floor_flags[ry_c, xs]
refl = base[ry_c, xs]
lum = (refl[:, 0] * 0.299 + refl[:, 1] * 0.587 + refl[:, 2] * 0.114) / 255.0
fade = np.maximum(0.0, 1.0 - (ys_f - ty) / (h * 0.35))
k = np.where(valid & ~src_floor, 0.22 * fade * lum * lum, 0.0)
k = np.where(k > 0.003, k, 0.0)
return texel * (1.0 - k[:, None]) + refl * k[:, None]
def render(bundle_path, tile_path, finish="matte"):
d = load_bundle(bundle_path)
w, h = d["width"], d["height"]
base = np.asarray(
Image.open(__import__("io").BytesIO(base64.b64decode(d["pixels"]))).convert("RGB")
).astype(np.float64)
seg = max(d["segments"], key=lambda s: len(s["mask"]))
mask_idx = np.frombuffer(base64.b64decode(seg["mask"]), dtype=np.uint32)
mask = np.zeros(w * h, bool)
mask[mask_idx] = True
mask = mask.reshape(h, w)
H = np.asarray(seg["homography"], np.float64).reshape(3, 3)
plane = seg.get("plane") or {}
plane_w = max(plane.get("width", w), 1)
plane_h = max(plane.get("height", h), 1)
plane_cx = plane.get("x", 0) + plane_w / 2
plane_cy = plane.get("y", 0) + plane_h / 2
rot_deg = plane.get("defaultRotation") or 0.0
rad = np.deg2rad(rot_deg)
cos, sin = np.cos(-rad), np.sin(-rad)
shade_map = (
np.frombuffer(base64.b64decode(seg["shadeMap"]), np.uint8).reshape(h, w).astype(np.float64)
if seg.get("shadeMap")
else None
)
shade_lo, shade_hi = seg.get("shadeRange") or (0.55, 1.35)
conf = (
np.frombuffer(base64.b64decode(seg["confidenceMap"]), np.uint8).reshape(h, w).astype(np.float64) / 255.0
if seg.get("confidenceMap")
else None
)
ct = seg.get("colorTemperature") or {}
if "cast" in ct:
ct = ct["cast"]
col = np.array([ct.get("r", 1.0), ct.get("g", 1.0), ct.get("b", 1.0)])
lv = seg.get("lightVector")
tex, repeat_scale, lay_mode = prepare_texture(tile_path)
# R4-2b β catalog finish overrides the texture-smoothness estimate (T9):
# matte gets no sheen however smooth the print; gloss keeps a baseline.
# Mirrors canvas-engine.ts.
gloss_est = estimate_gloss(np.asarray(Image.open(tile_path).convert("RGB")).astype(np.float64))
gloss = 0.0 if finish == "matte" else max(0.5, gloss_est) if finish == "gloss" else gloss_est
# R2-3 v1 β derived seam tone + width; mirrors canvas-engine.ts (same
# every-16th-pixel mean, same no-physical-metadata fraction).
grout_col = tex.reshape(-1, 3)[::16].astype(np.float64).mean(axis=0) * 0.45
grout_frac = 0.012
th, tw, _ = tex.shape
mips = build_mips(tex)
max_l = len(mips) - 1
# R1-3 β mirror of canvas-engine.ts: metric plane scale when present
# (pixel-ish or metre plane units alike β backend gates mpu hard),
# heuristic fallback otherwise (info.scale = 1 in goldens).
DEFAULT_TILE_M = 0.6
mpu = plane.get("metersPerUnit")
repeat_w = 0.0
if mpu and mpu > 0:
repeat_w = (DEFAULT_TILE_M / mpu) * repeat_scale
if not (np.isfinite(repeat_w) and repeat_w > 0):
repeat_w = 0.0
if not repeat_w:
repeat_w = max(48.0, min(plane_w, plane_h) * 0.22) * repeat_scale
repeat_h = repeat_w * (th / tw)
ys, xs = np.nonzero(mask)
xs_f, ys_f = xs.astype(np.float64), ys.astype(np.float64)
def to_plane(px, py):
z = H[2, 0] * px + H[2, 1] * py + H[2, 2]
z = np.where(np.abs(z) < 1e-6, 1e-6, z)
return (
(H[0, 0] * px + H[0, 1] * py + H[0, 2]) / z,
(H[1, 0] * px + H[1, 1] * py + H[1, 2]) / z,
)
fx, fy = to_plane(xs_f, ys_f)
fx1, fy1 = to_plane(xs_f + 1, ys_f)
fx2, fy2 = to_plane(xs_f, ys_f + 1)
def rot(ax, ay):
dx = ax - plane_cx
dy = ay - plane_cy
return dx * cos - dy * sin, dx * sin + dy * cos
rx, ry = rot(fx, fy)
rx1, ry1 = rot(fx1, fy1)
rx2, ry2 = rot(fx2, fy2)
tcx, tcy = (rx / repeat_w) * tw, (ry / repeat_h) * th
du = np.hypot((rx1 / repeat_w) * tw - tcx, (ry1 / repeat_h) * th - tcy)
dv = np.hypot((rx2 / repeat_w) * tw - tcx, (ry2 / repeat_h) * th - tcy)
footprint = np.maximum(np.maximum(du, dv), 1e-3)
lod = np.log2(footprint) + 0.5
if lay_mode == "cells":
u, v, cell_tone, grout_blend = procedural_cells(
rx, ry, repeat_w, repeat_h, grout_frac, tw, th, footprint
)
else:
u = np.mod(rx / repeat_w, 1.0)
v = np.mod(ry / repeat_h, 1.0)
l0 = np.clip(np.floor(lod), 0, max_l).astype(np.int64)
frac = np.clip(lod - l0, 0, 1)
sample = np.zeros((len(xs), 3), np.float64)
for lev in range(max_l + 1):
sel = l0 == lev
if not sel.any():
continue
a = mips[lev]
sa = sample_bilinear_wrap(a, u[sel] * a.shape[1], v[sel] * a.shape[0])
if lev < max_l:
b = mips[lev + 1]
sb = sample_bilinear_wrap(b, u[sel] * b.shape[1], v[sel] * b.shape[0])
sample[sel] = sa + (sb - sa) * frac[sel][:, None]
else:
sample[sel] = sa
if lay_mode == "cells":
sample = (
sample * cell_tone[:, None] * (1.0 - grout_blend[:, None])
+ grout_col[None, :] * grout_blend[:, None]
)
shade = (
shade_lo + (shade_map[ys, xs] / 255.0) * (shade_hi - shade_lo)
if shade_map is not None
else np.full(len(xs), 1.0)
)
specular = np.zeros(len(xs))
if lv:
lvx, lvy = lv.get("x", 0.0), lv.get("y", 0.0)
a = to_plane(np.array([w * 0.5]), np.array([h * 0.75]))
step = min(w, h) * 0.05
b = to_plane(np.array([w * 0.5 + lvx * step]), np.array([h * 0.75 + lvy * step]))
dxv, dyv = b[0][0] - a[0][0], b[1][0] - a[1][0]
ln = np.hypot(dxv, dyv)
if ln > 1e-6:
lvx, lvy = dxv / ln, dyv / ln
dfx = (fx - plane_cx) / (plane_w * 0.5)
dfy = (fy - plane_cy) / (plane_h * 0.5)
dlen = np.hypot(dfx, dfy)
ok = dlen > 0.01
dot = np.where(ok, (dfx * lvx + dfy * lvy) / np.maximum(dlen, 1e-9), 0.0)
specular = 0.12 * gloss * np.maximum(0, dot) ** 4
texel = soft_clip(apply_shade(sample, shade[:, None] * col[None, :]) + specular[:, None] * 255.0)
if finish == "gloss":
texel = apply_reflection(texel, base, xs, ys, h, w)
alpha = conf[ys, xs][:, None] if conf is not None else np.ones((len(xs), 1))
out = base.copy()
out[ys, xs] = np.clip(texel * alpha + base[ys, xs] * (1 - alpha), 0, 255)
img = Image.fromarray(out.astype(np.uint8))
scale = min(OUT_MAX_DIM / max(img.size), 1.0)
if scale < 1.0:
img = img.resize((round(img.width * scale), round(img.height * scale)), Image.BILINEAR)
return img
def main():
if len(sys.argv) != 4:
print(__doc__)
return 2
render(sys.argv[1], sys.argv[2]).save(sys.argv[3])
print(f"saved {sys.argv[3]}")
return 0
if __name__ == "__main__":
raise SystemExit(main())
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