diff --git a/README.md b/README.md
index 9f1503f..8f13ce7 100644
--- a/README.md
+++ b/README.md
@@ -17,10 +17,15 @@ modern conveniences belong in the workflow, not the output. See
## Run
```sh
-python3 -m http.server 8777 # from this directory
-# open http://127.0.0.1:8777
+python3 serve.py # from this directory, then open 127.0.0.1:8777
```
+Use `serve.py`, not `python3 -m http.server`. The latter sends `Last-Modified`
+and browsers cache ES modules on it hard enough that a reload serves a stale
+`js/app.js` against a fresh `index.html` — new knobs appear in the markup, nothing
+wires them, no error is raised, and the symptom reads as "the feature does not
+work". `serve.py` is the same server with `no-store`.
+
Static files and ES modules — no build step, no dependencies beyond MediaPipe's
wasm, which is fetched from a CDN on first use.
@@ -43,6 +48,13 @@ playback speed — neither gives a deterministic per-frame pass.
assuming, because a guessed fps desynchronises audio from picture — and sync is
the one thing this view exists to show.
+**Exposure** decides how often the picture gets a new drawing: rip at 24 and
+render `on 2s` for 12, `on 3s` for 8. The dense track and the audio are
+untouched, so it is a dropdown rather than a re-rip, and the export emits keys
+only on the grid instead of the same pose twice. Everything rides the same grid
+— mouth, eyes, teeth, plate — because a head cutting on the odd frames while the
+mouth cuts on the even ones reads as two performances laid over each other.
+
**Audio is the playback clock**: `frame = floor(audio.currentTime * fps)`. A slow
render loop therefore drops frames instead of drifting, and ½x / ¼x work by
setting `playbackRate` with the picture following for free.
@@ -62,6 +74,7 @@ is hand-drawn head plates, which this tool does not yet do.
| Knob | What it does |
| --- | --- |
| vertices | Lip vertex budget. The reduction past what the footage supports *is* the style. |
+| exposure | How often the picture changes: on 1s, 2s, 3s, 4s. Rip dense, choose timing here. |
| mouth lead ±f | Shifts the performance tracks earlier against the audio and the head. `[` `]`. |
| contour avg ±f | Radius in frames. 0 off, 1 = ±1. Removes per-frame landmark jitter. |
| anchor avg ±f | Radius on the four similarity parameters. Smooths the *transform*. |
@@ -99,6 +112,141 @@ kept pixels green, extracted contour amber. Tune against that, not the numbers.
brightness and biased low rather than high. Not implemented: it is not visible in
the test footage, which reads as a dark cavity with a bright upper-teeth band.
+## Eyes
+
+Three parts per eye, stacked the way the mouth is: a dark **lash ring**, the
+**sclera** inside it, and the **iris** inside that, with a square **pupil** in
+the iris. The dark ring outside a pale interior is what makes a flat shape read
+as an opening rather than a blob, and it is why a blink costs nothing — when the
+lid shuts, the traced ring goes flat and the lash line collapses to a lens,
+which is a closed eye, drawn correctly, for free.
+
+The **lids are a feature**, rotoscoped like the mouth: head-local, a key on every
+frame, the same `contour avg` knob. They track the face, because the face is what
+they are attached to.
+
+The **iris is a primitive** — a disc at a quantised position — and that is where
+the stylisation is.
+
+### Line of sight
+
+Gaze is the iris centre relative to the **midpoint of the eye's two corners**,
+in units of corner distance. Both corners are in `RIGID`, which is the point:
+the origin and the scale are built only from landmarks that do not move under
+performance. Measure against the lid ring's centroid instead and every blink
+drags that centroid down and fakes a glance at the floor, on exactly the frames
+where the eye is most conspicuous.
+
+**Both eyes share one gaze.** At 320×200 an iris is a handful of pixels and its
+centre comes from five landmarks on an eye twenty pixels wide, so the difference
+between the two measurements is noise, not vergence — and independent per-eye
+noise reads as wall-eyed immediately, which is the most expensive artefact on a
+face. Openness stays per-eye, so a wink survives.
+
+Then the gaze is **quantised to a pixel grid with a dwell**, which is not a
+stylisation imposed on the truth: real eyes move in saccades, holding a fixation
+and then jumping. The smooth drift left in the measurement is tracker noise plus
+head-compensation error, so snapping to a grid and requiring a dwell removes the
+noise and recovers the saccade in one operation. The readout reports how many
+distinct cells the iris ever occupies — three or four is a character who looks at
+things, forty is an unquantised iris sliding around.
+
+The iris is drawn at the socket read back off the **already-smoothed, already-
+subsampled lid ring** — slots 0 and 8 of a 16-slot ring are the corners, and
+subsampling to any even budget keeps them at output indices 0 and `n/2`. So the
+iris is placed in the frame of the exact polygon it sits inside and cannot drift
+relative to its own eye. Size is authored from the take's mean eye width, not
+remeasured per frame: a radius that breathes by a fraction of a pixel flickers a
+pixel on and off around the whole silhouette.
+
+The iris is **stencilled to the sclera** and the pupil to the iris — the indexed
+buffer is its own clip mask, the way Animator Pro would do it. So the lid crops
+the iris at extreme gaze automatically, and nothing needs to clamp the gaze,
+which would flatten the performance at exactly the extremes that carry it.
+
+### Blinking
+
+Openness is the lid gap over the corner distance — normalised, so one threshold
+carries across takes and faces. It gets hysteresis and a dwell like the teeth,
+plus one knob the teeth do not have: **blink hold**. A blink is 100–150ms, which
+is one frame at 12fps, and a single frame of closed eye reads as a dropped frame
+rather than as a blink. Animators draw a blink over two or three drawings for
+that reason, so once the eye shuts it stays shut for `hold` frames.
+
+### The pupil is a square
+
+At this size a pupil is three pixels across, and a circle of radius 1.5 is not a
+circle — it is a plus sign with the corners gnawed off, and it changes shape as
+it moves. A square that size is a deliberate mark that stays the same mark
+wherever it lands. It is drawn from a rounded centre shared with the iris, so it
+is exactly its nominal size on every frame instead of spilling to the next pixel
+on some and not others.
+
+### Which iris is which
+
+The refined mesh appends ten iris points, five per eye, and MediaPipe's own
+left/right naming is viewer-relative in some places and subject-relative in
+others. Getting it backwards swaps the irises, which looks *almost* right — each
+eye still has a disc roughly where it belongs — so it survives an eyeball and
+then reads as a subtly wall-eyed character forever. The pairing is therefore
+**resolved from the geometry**, by voting each block's distance to each eye's
+corner midpoint across every frame, and the selftest feeds it a track built the
+other way round to prove it actually looks.
+
+| Knob | What it does |
+| --- | --- |
+| eye vertices | Lid ring vertex budget, off a 16-slot ring. |
+| lash line | How far the dark ring sits outside the lid, in pixels. |
+| blink cut | Openness below which the eye is shut. Normalised by corner distance. |
+| blink hold | Minimum frames a blink stays on screen. A one-frame blink is a dropout. |
+| blink dwell | Frames a change must persist. Usually 0 — unlike the teeth, a real blink *is* one frame. |
+| gaze gain | Exaggerates or damps the throw. Measured excursion is small; a character usually wants more. |
+| gaze step | The pixel grid the iris snaps to. 0 = off, and then dwell does nothing either. |
+| gaze dwell | How long a new cell must hold before it takes. Together with step, this is what makes saccades. |
+| iris size | Diameter as a percentage of eye width. |
+| pupil | Square pupil in whole pixels. 0 = off. |
+
+## Brows
+
+A brow at 320×200 is about fourteen pixels wide and three tall. Its **shape**
+carries almost nothing at that size; its **height above the eye** carries the
+expression, and a brow raise is the most legible beat on a face. So the ring is
+traced and the height is quantised — the same split the eyes got, where the lid
+is a traced feature and the iris a quantised primitive.
+
+The decomposition matters. The traced ring already contains the real height, so
+adding a quantised raise on top would move the brow twice. Instead the height is
+measured *out* of the ring, quantised, and put back: the shape that renders is
+his, at a height that snaps between a few levels and holds.
+
+Height is measured at **both ends**, not as one number, because raise and tilt
+are different expressions out of one mechanism — both ends up is surprise, inner
+up alone is worry, inner down is anger. They share a dwell, so the brow hits its
+pose in one frame instead of crawling into it with one end arriving first.
+
+It is measured against the eye's **corner midpoint**, never its lid — the same
+trap the gaze origin has, and worth avoiding twice: brows and lids move together
+constantly, so a brow that jumped on every blink would read as a tic. The rest
+pose comes from the take **median**, not the neutral frame, for the same reason
+gaze does: that frame is chosen by minimum mouth aperture and says nothing
+whatever about the brows.
+
+Two correspondences are resolved from geometry rather than declared: which ring
+is which brow, and which end of a ring is the outer one. The second matters more
+— get it backwards and the tilt mirrors, so worry renders as its own opposite,
+which reads as a directed performance choice and would never be questioned.
+Which *edge* of the brow is the upper one is deliberately left unresolved: it
+traverses the same ring the other way round, an even-odd fill has no winding,
+and the two ends still land on fixed slots either way.
+
+| Knob | What it does |
+| --- | --- |
+| brow vertices | Ring vertex budget, off a 10-slot ring. |
+| brow weight | Thickens the ring outward. It needs it at three pixels tall. |
+| brow raise gain | Exaggerates or damps the raise. |
+| brow step | The pixel grid the height snaps to. 0 = off. |
+| brow dwell | How long a new height must hold. Shared across both ends. |
+
## The plate is reference, not art
The plate layer has several representations because its job changes. Cycle with
@@ -124,6 +272,45 @@ egg by construction, and no landmark precision fixes that. Hence the photo.
**Save frame 4x** writes the current registered composite as a 1280×800 PNG to
draw on.
+## Paint — background cels
+
+**A sketch.** It exists to test whether the aesthetic holds when a human draws
+the background instead of the tracker deriving it, and it is meant to be
+replaced by a real paint surface with onion skin and undo. It is one dependency-
+free module, `js/paint.js`, so throwing it away is a delete rather than surgery.
+
+Cels are drawn on the frames that get their own drawing and **hold until the
+next one** — the same rule the plate follows, and literally the same lookup. You
+can scrub anywhere and keep drawing on the cel you can see; the header says
+which one you are editing and how far it holds.
+
+- **pen** — click to place vertices, click the green box on the first one (or
+ Enter / double-click) to close.
+- **edit** — click a shape to select, drag a vertex or the whole shape,
+ Shift-click an edge to insert a vertex, Alt-click one to
+ remove it, Del to delete the layer.
+- **Layers** stack Photoshop-style, front at the top, with per-layer colour,
+ show/hide and reorder.
+- **Copy previous** brings the last drawing forward onto this frame. It means
+ the nearest earlier enabled frame that *actually has* a drawing, skipping the
+ empty ones — every frame is enabled until you thin the strip out, so the naive
+ rule resolved to `f-1` and it looked like it only ever copied the frame to the
+ left. **Drag a frame** from the strip onto the canvas to seed from any other
+ frame instead. Both deep-copy; the two cels never share point arrays.
+- Frames carrying a drawing are marked **▣** in the strip, so you can see the
+ rhythm rather than having to remember it.
+
+Two rules are enforced rather than left to discipline. Colours are **palette
+indices**, so you cannot pick one that is not in the ramp — sampling colour from
+the source is the one move `docs/design.md` says is irrecoverable. And vertices
+**snap to the 320×200 grid**, because on a hard-edged indexed rasteriser a shape
+nudged by 0.4px moves an edge by a whole pixel or not at all depending on where
+it lands, which shimmers instead of holding.
+
+Drawings autosave to `localStorage` per take name. They are the only thing in
+the tool a person made by hand; everything else regenerates. They are not in the
+`.take` export yet.
+
## Two kinds of sparseness
Sparseness has two unrelated causes, and conflating them was the original design
@@ -131,6 +318,10 @@ error here. **Aesthetic** sparseness is set by the extraction rate — pick 12fp
you have already chosen your timing. **Labour** sparseness is a human drawing
each one, and it binds only on the plate.
+Aesthetic sparseness is the **exposure** control, not the extraction rate —
+making it a render-time grid means auditioning 12 against 24 costs a dropdown
+instead of a re-rip and a full re-detection.
+
So the mouth keeps **every** frame: it is traced, and therefore free. In limited
animation lip sync is routinely the densest element, on 1s, while heads hold on
2s and 3s.
@@ -162,7 +353,7 @@ chromium --headless --virtual-time-budget=8000 --dump-dom \
http://127.0.0.1:8777/selftest.html | grep -oE '(PASS|FAIL) [0-9/]+'
```
-Or open `selftest.html`. 41 assertions over the stages below detection, plus a
+Or open `selftest.html`. 105 assertions over the stages below detection, plus a
wiring cross-check: every `el('id')` in `app.js` must exist in `index.html`. A
knob wired in one but not the other throws during wiring, which aborts the rest
of the module and leaves a blank page — a symptom that points nowhere near its
@@ -176,7 +367,7 @@ eyeball.
## Not done yet
-Eyes and irises; hand-drawn head plates and per-plate mouth slots (the strip
+Hand-drawn head plates and per-plate mouth slots (the strip
decides *which frames need one*, but you cannot yet supply the drawing); real
performer→character calibration (currently identity, fitting the face oval to the
canvas); the override layer; anything on the Animator Pro side. The plate is a
diff --git a/audio.wav b/audio.wav
index 9c39a31..f5793b0 100644
Binary files a/audio.wav and b/audio.wav differ
diff --git a/docs/design.md b/docs/design.md
index a614389..9fd57d9 100644
--- a/docs/design.md
+++ b/docs/design.md
@@ -52,9 +52,17 @@ artist or a fixed authored table.
| Kind | Source | Vocabulary | Interp |
| --- | --- | --- | --- |
| **Plate** — head, hair, body | Hand-drawn | Closed: a few drawings per character | hold |
-| **Feature** — mouth, lids | Rotoscoped from landmarks | Open: derived from this take | hold |
+| **Feature** — mouth, lids, brows | Rotoscoped from landmarks | Open: derived from this take | hold |
| **Interior** — mouth interior, teeth | Image content within a feature | Open | hold |
| **Primitive** — iris | Landmark centroid as a disc | Quantised | hold |
+| **Scalar** — brow raise, gaze | One number out of a feature | Quantised | hold |
+
+The last row took the longest to see. A brow is a feature *and* a scalar: the
+ring is traced because the shape should be his, but at three pixels tall the
+shape carries almost nothing while the height above the eye carries the
+expression. So the height is measured out of the traced ring, quantised, and put
+back. Extracting the scalar without removing it first would move the part twice,
+because the traced ring already contains the height.
The asymmetry is deliberate, and it is the opposite choice in each case.
@@ -70,9 +78,19 @@ avoidance.
## Two kinds of sparseness
-Conflating these was the original design error. **Aesthetic** sparseness is set
-by the extraction rate: pick 12fps and the timing is already chosen. **Labour**
-sparseness is a human drawing each one, and it binds only on the plate.
+Conflating these was the original design error. **Aesthetic** sparseness is the
+rate the picture changes at. **Labour** sparseness is a human drawing each one,
+and it binds only on the plate.
+
+Aesthetic sparseness used to be set by the extraction rate — rip at 12 and the
+timing is chosen. That was wrong in a small way: it makes the timing a property
+of a directory of PNGs, so auditioning 12 against 24 means re-ripping the clip
+and re-running detection over the whole of it, and the decision you most want to
+play with is the one that costs the most to change. Rip at the camera's rate and
+quantise at render time instead — an **exposure** grid, on 1s, 2s, 3s — so the
+dense track keeps everything, the audio clock is untouched, and the timing is a
+dropdown rather than a re-rip. The take format already carried an `exposure`
+field for this; it was simply never driven.
So the mouth keeps **every** frame — it is traced, and therefore free. In limited
animation lip sync is routinely the densest element, on 1s, while heads hold on
@@ -136,6 +154,83 @@ Two escapes, both used:
temporal smoothing is well defined, and the star-shaped result suits flat
colour.
+## Every part is measured in the frame of the thing it is attached to
+
+The mouth is expressed against the head. The iris is expressed against its own
+eye — specifically against the midpoint of that eye's two corners, in units of
+corner distance. Both corners are rigid landmarks, so the origin and the scale
+of the measurement are immune to the performance being measured. Against the lid
+ring's centroid instead, every blink would drag the origin down and fake a glance
+at the floor on exactly the frames where the eye is most visible.
+
+The rule generalises: **measure a feature in a frame built only from landmarks
+that do not move with it.** It is the same argument as "rigid landmarks only" for
+the anchor fit, one level down.
+
+There is a tempting over-application. An eye can be pinned into a fixed socket
+fitted to its corners' mean over the shot, which removes the residual wobble a
+2D similarity cannot — and it is wrong. That residual is real motion of the eye
+relative to the head, it is still there in the footage, and removing it leaves
+the drawn eyes hanging still over a registered photo whose eyes are moving. A
+part must track the face in the same space the underlay is drawn in. The wobble
+is a job for the bounded contour average below, not for a second anchor.
+
+Placement follows from the same idea. The iris is drawn in the frame of the
+already-smoothed, already-subsampled lid ring, read off the ring's own corner
+vertices, so it cannot drift relative to the eye it sits inside and it inherits
+the contour average for free. Size, by contrast, is authored from the take's
+mean, never remeasured per frame: a radius that breathes by a fraction of a pixel
+flickers a pixel on and off around the whole silhouette.
+
+## The indexed buffer is its own stencil
+
+Parts that nest — iris inside sclera, pupil inside iris — clip by colour key:
+paint only where the buffer already holds the parent's index. This is how
+Animator Pro would do it, it costs one comparison per pixel, and it composes
+transitively, so a blink takes the right bite out of the pupil without anything
+computing where.
+
+It also removes a temptation. Without a stencil the gaze has to be clamped to
+keep the iris inside the lid, and a clamp flattens the performance at exactly the
+extremes that carry it.
+
+## Quantisation can be the truthful choice
+
+Gaze snapped to a pixel grid with a dwell is the "Primitive — quantised" row of
+the part table, and it looks like a stylisation imposed on a continuous
+measurement. It is not. Real eyes move in saccades: hold a fixation, jump, hold.
+The smooth drift left in the measured signal is tracker noise plus
+head-compensation error. Snapping to a grid and requiring a dwell removes the
+noise and recovers the saccade in the same operation — the rare case where the
+aesthetic rule and the physiology agree.
+
+The count of distinct cells the iris ever occupies is the number the knobs exist
+to control. Three or four is a character who looks at things; forty is an
+unquantised iris sliding around.
+
+## Some thresholds need a minimum duration, not just a dwell
+
+A dwell delays a change until it has persisted, which is the right guard against
+chatter and is what the teeth use. A blink needs the opposite guard as well. It
+lasts 100–150ms — one frame at 12fps — and a single frame of closed eye reads as
+a dropped frame rather than as a blink. Animators draw a blink over two or three
+drawings for that reason, so once the eye shuts it must stay shut for a minimum
+number of frames. Detection accuracy is not the problem; legibility is.
+
+## Resolve correspondences from data when a wrong guess is survivable
+
+The refined mesh appends ten iris points, five per eye, and the upstream
+left/right naming is viewer-relative in some documentation and subject-relative
+in others. Swapping them looks *almost* right — each eye still has a disc roughly
+where it belongs — so the error survives inspection and then reads as a subtly
+wall-eyed character for the life of the project.
+
+A hardcoded table is the wrong shape for a fact like that. Voting each block's
+distance to each eye's corner midpoint across every frame settles it from the
+geometry, cannot be got wrong, and keeps working if the model is renumbered. The
+test feeds it a track built the other way round, because a resolver checked only
+against the convention it was written for is checking nothing.
+
## The bounded smoothing exception
*Smooth the transform, never the contour* held while keys were sparse: sampling
@@ -188,6 +283,7 @@ Current modules:
| Module | Role |
| --- | --- |
| `landmarks.js` | Index tables. Ring arrays are ordered traversals: slot position *is* vertex identity. |
+| `pipeline.js` | …also eye openness, gaze, blink resolution and the iris pairing vote. |
| `mathutil.js` | Similarity fit, Procrustes mean, temporal smoothing. |
| `pipeline.js` | Stabilise → subsample → key-select → frame-removal. |
| `interior.js` | Teeth from image content: Otsu, morphology, components, radial contour. |
@@ -202,7 +298,7 @@ Current modules:
- **A paint surface.** The plates have nowhere to be drawn. This is the largest
gap between "tool" and "suite": a pixel paint canvas with onion skin, palette
constraint, and the registered underlay behind it.
-- Eyes, irises, brows as parts.
+- A tongue.
- Plate libraries with per-plate mouth slots.
- Real performer→character calibration (currently identity).
- The override layer.
diff --git a/index.html b/index.html
index cb59dd6..31b4e0c 100644
--- a/index.html
+++ b/index.html
@@ -42,6 +42,8 @@
.fr.drop { border-color:#2a2f3e; }
.fr.drop canvas { opacity:.26; filter:grayscale(1); }
.fr.cur { border-color:var(--accent); }
+ .fr.cel::before { content:'▣'; position:absolute; left:3px; top:1px; color:#c084fc;
+ font-size:10px; text-shadow:0 0 2px #000; }
.fr.keep::after { content:'●'; position:absolute; right:3px; top:1px; color:var(--ok); font-size:10px; }
#sheet { display:flex; flex-wrap:wrap; gap:10px; }
@@ -52,6 +54,19 @@
.sw { display:flex; align-items:center; gap:5px; color:var(--dim); font-size:11px; }
.sw input { width:26px; height:20px; padding:0; border:1px solid var(--line); background:none; }
.legend { color:var(--dim); font-size:11px; margin-top:6px; }
+ /* paint: a sketch, see js/paint.js */
+ #cv-paint { border:1px solid var(--line); cursor:crosshair; touch-action:none; }
+ #cv-paint.drop { border-color:var(--ok); }
+ #paintlayers { flex:0 0 280px; max-height:600px; overflow:auto; }
+ .lay { display:flex; align-items:center; gap:5px; padding:3px 4px; border-radius:3px;
+ border:1px solid transparent; cursor:pointer; }
+ .lay.sel { border-color:var(--accent); background:#1c2130; }
+ .lay i { width:12px; height:12px; border-radius:2px; border:1px solid #0006; flex:0 0 auto; }
+ .lay b { flex:1; font-weight:400; color:var(--dim); font-size:11px; }
+ .lay.sel b { color:var(--fg); }
+ .lay select { font:inherit; font-size:10px; background:#1c2130; color:var(--dim);
+ border:1px solid var(--line); border-radius:2px; padding:1px 2px; max-width:88px; }
+ .lay button { padding:0 5px; font-size:11px; line-height:18px; }
kbd { background:#1c2130; border:1px solid var(--line); border-radius:2px;
padding:0 4px; color:var(--fg); font-size:11px; }
@@ -63,6 +78,21 @@
+
+
+
@@ -86,18 +116,23 @@
should sit still except the mouth · grey = held plate outline dark green ghost = unshifted mouth when lead ≠ 0
+
should sit still except the mouth and eyes · grey = held plate outline
+ dark green ghost = unshifted mouth when lead ≠ 0 · red lid ring = blink
flat render — 320×200 indexed
audio drives the clock — dropped frames, never drift
+ exposure holds the picture on a grid: rip at 24, render on 2s for
+ 12. The dense track and the audio are untouched, so it is reversible
plate representation: B cycles · photo modes are registered
into raster space, so tracing them lands on the mouth
mouth lead shifts the performance tracks earlier (positive) against
@@ -150,10 +200,34 @@
brightness; prefer upper biases component choice toward the top of
the cavity, where teeth are and the tongue is not.
dwell is how many frames a presence change must persist.
+ blink cut is lid gap over corner distance — normalised, so one
+ value carries across takes. blink hold is the minimum length of a
+ blink: a real blink is one frame at 12fps and a single frame of closed
+ eye reads as a dropout, so it is extended to a beat.
+ brow step and brow dwell quantise the brow's HEIGHT above
+ the eye, not its shape — the traced ring is his, the height snaps between
+ a few levels and holds. Both ends move independently, so raise and tilt
+ come out of one control: both up is surprise, inner up is worry, inner
+ down is anger. brow weight thickens the ring, which it needs at
+ three pixels tall.
+ pupil is a square, in whole pixels, 0 to turn it off: at this size
+ a circle of radius 1.5 is a plus sign with the corners gnawed off and it
+ changes shape as it moves, where a square stays the mark you drew.
+ gaze step is the grid the iris snaps to, in raster pixels, and
+ gaze dwell is how long a new cell must hold — together they turn
+ drift into saccades. gaze gain exaggerates or damps the throw;
+ measured excursion is small and a character usually wants more of it. suggest tolerance only affects the Suggest button: max head movement
allowed before a new drawing is required.
+
+
gaze field
+
+
+
green = every cell the iris visits in the take ·
+ grey = raw · amber = where it is now, quantised
+
teeth measurement
@@ -170,6 +244,51 @@
+
+
paint — background cels, drawn on the frames that get their own drawing
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ pen click to place vertices · click the green box on the first one, or
+ Enter / double-click, to close · Esc cancels ·
+ Backspace drops the last point
+ edit click a shape to select · drag a vertex or the shape itself ·
+ Shift-click an edge inserts a vertex · Alt-click a vertex
+ removes it · Del deletes the layer
+ opacity dims the drawing over the registered source frame so you can
+ trace it. It is an editing aid only — never rasterised, never exported, and
+ the flat render is untouched. At 100% the view is exactly the normal
+ composite; below it the placeholder oval is dropped, since it covers the
+ face you turned the slider down to see.
+ Copy previous takes the last enabled frame that actually has a drawing
+ — skipping empty ones, so it behaves the same before and after you thin the
+ strip out. Frames carrying a drawing are marked ▣.
+ drag a frame from the strip onto the canvas to copy its drawing, every
+ layer. Vertices snap to the 320×200 grid, and colours are palette indices —
+ you cannot pick one that is not in the ramp.
+
+
+
drawings needed — registered reference per kept frame, with the range it holds
diff --git a/js/app.js b/js/app.js
index 752bac5..79e9a0e 100644
--- a/js/app.js
+++ b/js/app.js
@@ -1,12 +1,17 @@
import { FaceLandmarker, FilesetResolver } from 'https://cdn.jsdelivr.net/npm/@mediapipe/tasks-vision@1.0.1/vision_bundle.mjs';
-import { LIPS_OUTER, LIPS_INNER, FACE_OVAL } from './landmarks.js';
-import { stabilize, toRasterRing, smoothContours, suggestPlateFrames, heldFrame, shiftIndex } from './pipeline.js';
+import { LIPS_OUTER, LIPS_INNER, FACE_OVAL,
+ EYE_R_RING, EYE_L_RING, IRIS_A, IRIS_B,
+ BROW_A_RING, BROW_B_RING } from './landmarks.js';
+import { stabilize, toRasterRing, smoothContours, suggestPlateFrames, heldFrame, shiftIndex,
+ exposeIndex, eyeSignals, gazeOrigin, quantizeSnap, resolveBlink,
+ browSignals } from './pipeline.js';
import { IndexedRaster } from './raster.js';
import { drawRegistered, posterizeInto } from './underlay.js';
import { extractTeeth } from './interior.js';
-import { applySim } from './mathutil.js';
+import { applySim, offsetRing } from './mathutil.js';
import { writeTake } from './take.js';
import { synthDense } from './synth.js';
+import { PaintUI, drawCel, cloneCel, newCel } from './paint.js';
const RW = 320, RH = 200, ZOOM = 2, THUMB = 92;
@@ -16,8 +21,25 @@ const PALETTE = [
{ name: 'skin_dark', hex: '#7a4f3a' },
{ name: 'mouth_dark', hex: '#24161a' },
{ name: 'teeth', hex: '#d9cfc2' },
+ // Sclera is not white, and that is authored, not measured. A true white at
+ // 320x200 next to a warm skin ramp reads as a hole punched in the face; the
+ // eye sits in a socket, in shadow, so it is a dimmer and cooler tone than the
+ // teeth, which catch the light. The iris is one dark tone: at this size an
+ // iris is about five pixels across and a pupil inside it would be one, so the
+ // iris IS the pupil. Resolving it further would be drawing detail the format
+ // cannot hold.
+ { name: 'eye_white', hex: '#c9c3b4' },
+ // Three tones for the eye - sclera, iris, pupil - which is the "two or three
+ // tones per part" budget, spent where it buys the most: an eye with no tonal
+ // step inside it reads as a hole.
+ { name: 'iris', hex: '#4a5468' },
+ { name: 'pupil', hex: '#171a22' },
+ // Brows get their own entry rather than sharing skin_dark with the lash line.
+ // They are hair, not shadow: when hair plates exist they want to match those,
+ // and tying them to the lash means you cannot change one without the other.
+ { name: 'brow', hex: '#3a2a22' },
];
-const IDX = { bg: 0, base: 1, dark: 2, mouth: 3, teeth: 4 };
+const IDX = { bg: 0, base: 1, dark: 2, mouth: 3, teeth: 4, white: 5, iris: 6, pupil: 7, brow: 8 };
const state = {
dense: null, images: [], stab: null, xform: null,
@@ -27,8 +49,13 @@ const state = {
fps: 12, audio: null, // fps comes from manifest.json, never guessed
aspect: 1, // imgW/imgH; converts MediaPipe's anisotropic space
lead: 0, // performance-track offset in frames
+ exposure: 1, // 1 = on 1s, 2 = on 2s. Picture holds; audio does not.
interior: null, // per-frame teeth measurement from image content
teeth: null, // resolved per-frame {show, t} after knobs
+ eyes: null, // resolved per-frame lid rings, shut flags, iris discs
+ brows: null, // resolved per-frame brow rings after quantised raise
+ cels: new Map(), // kept frame -> hand-painted background layers
+ eyeSig: null, // raw eye measurement, kept for the gaze readout
};
const el = (id) => {
@@ -53,6 +80,24 @@ const opts = () => ({
contourSmooth: +el('contourSmooth').value,
apertureThresh: +el('apertureThresh').value / 1000,
tol: +el('tol').value / 1000,
+ exposure: +el('exposure').value,
+ browVerts: +el('browVerts').value,
+ browWeight: +el('browWeight').value,
+ browGain: +el('browGain').value / 100,
+ browStep: +el('browStep').value,
+ browDwell: +el('browDwell').value,
+ irisAnchor: el('irisAnchor').value,
+ gazeOrigin: el('gazeOrigin').value,
+ eyeVerts: +el('eyeVerts').value,
+ lashPx: +el('lashPx').value,
+ irisSize: +el('irisSize').value / 100,
+ gazeGain: +el('gazeGain').value / 100,
+ gazeStep: +el('gazeStep').value, // whole raster pixels
+ pupilPx: +el('pupilPx').value,
+ gazeDwell: +el('gazeDwell').value,
+ blinkCut: +el('blinkCut').value / 1000,
+ blinkHold: +el('blinkHold').value,
+ blinkDwell: +el('blinkDwell').value,
});
function status(msg, kind = '') {
@@ -167,6 +212,7 @@ function rebuild(resetKeep) {
if (!state.dense) return;
const o = opts();
state.lead = o.lead;
+ state.exposure = o.exposure;
const N = state.dense.length;
state.stab = stabilize(state.dense, o.smoothWin, state.aspect);
@@ -193,6 +239,8 @@ function rebuild(resetKeep) {
state.extractKey = extractKey(o);
}
state.teeth = resolveTeeth(o);
+ state.eyes = buildEyes(o);
+ state.brows = buildBrows(o);
// Plate outline per frame, so a kept frame shows its own head shape.
state.plates = state.stab.oval.map((r) => r.map(state.xform));
@@ -220,6 +268,188 @@ function faceBoxes() {
});
}
+// Eyes: lid rings traced per frame, blinks resolved per eye, one gaze shared.
+//
+// Lids are a FEATURE in the part table - rotoscoped, open vocabulary, a key on
+// every frame - so they get exactly the mouth's treatment, including the same
+// bounded contour average. The iris is a PRIMITIVE: a disc whose position is
+// quantised, which is where the stylisation lives.
+function buildEyes(o) {
+ const st = state.stab, N = state.dense.length;
+ const sig = eyeSignals(st);
+ state.eyeSig = sig;
+
+ const blink = { cut: o.blinkCut, dwell: o.blinkDwell, hold: o.blinkHold };
+ const shutR = resolveBlink(sig.openR, blink);
+ const shutL = resolveBlink(sig.openL, blink);
+
+ // Head-local, subsampled, contour-averaged - the identical chain the mouth
+ // takes, with the identical knob. The eye tracks the face, because the face
+ // is what it is attached to; what gets removed is per-frame detector jitter,
+ // not the motion.
+ const lidR = smoothContours(
+ st.lidR.map((r) => toRasterRing(r, EYE_R_RING, o.eyeVerts, state.xform)), o.contourSmooth);
+ const lidL = smoothContours(
+ st.lidL.map((r) => toRasterRing(r, EYE_L_RING, o.eyeVerts, state.xform)), o.contourSmooth);
+
+ // Where the iris hangs. Three behaviours, because this turns out to be an
+ // aesthetic choice and not only a correctness one.
+ //
+ // STEADY (default) reads the socket back off the DRAWN ring. Slots 0 and 8 of
+ // a 16-slot lid ring are the two corners, and subsampling to any even budget n
+ // keeps them at output indices 0 and n/2 - so the ring that gets rendered
+ // carries its own corners with it. The iris is then placed in the frame of the
+ // exact polygon it sits inside, after smoothing, after subsampling: it cannot
+ // drift relative to its own eye, and it inherits the contour average for free.
+ //
+ // FREE reads the raw per-frame corners instead, jitter and all. It is what the
+ // eyes did before any of this, and it is not simply worse - the detector noise
+ // reads as liveliness, the eye never sits perfectly still, and against flat
+ // hand-drawn plates that restlessness can be the thing that sells it. It is
+ // also the honest baseline to compare the other two against.
+ //
+ // LOCKED pins the socket to the take's mean, so the eye never moves in the
+ // head at all. Watch it against a photo underlay and the drawn eyes hang still
+ // over a face whose eyes are moving - that is the registration cost, and it is
+ // real - but once the plate is a drawing rather than a photograph, nothing is
+ // being registered against and it reads as a deliberately locked-off stare.
+ const ringSocket = (ring) => {
+ const a = ring[0], b = ring[ring.length / 2];
+ return { cx: (a.x + b.x) / 2, cy: (a.y + b.y) / 2, w: Math.hypot(a.x - b.x, a.y - b.y) };
+ };
+ const rawSocket = (corners, f) => {
+ const a = state.xform(corners[f][0]), b = state.xform(corners[f][1]);
+ return { cx: (a.x + b.x) / 2, cy: (a.y + b.y) / 2, w: Math.hypot(a.x - b.x, a.y - b.y) };
+ };
+ const meanSocket = (rings) => {
+ const acc = rings.reduce((a, r) => {
+ const k = ringSocket(r);
+ return { cx: a.cx + k.cx, cy: a.cy + k.cy, w: a.w + k.w };
+ }, { cx: 0, cy: 0, w: 0 });
+ const n = rings.length;
+ return { cx: acc.cx / n, cy: acc.cy / n, w: acc.w / n };
+ };
+ const socketFor = (rings, corners) => {
+ if (o.irisAnchor === 'locked') { const k = meanSocket(rings); return () => k; }
+ if (o.irisAnchor === 'free') return (f) => rawSocket(corners, f);
+ return (f) => ringSocket(rings[f]);
+ };
+ const skR = socketFor(lidR, st.cornersR), skL = socketFor(lidL, st.cornersL);
+ const socket = (ring) => ringSocket(ring);
+
+ // Iris radius comes from the take's MEAN eye width, not the current frame's.
+ // Size is authored; only position is tracked. A radius recomputed per frame
+ // would breathe by a fraction of a pixel as the fit's depth-scale wanders,
+ // and at this resolution a fraction of a pixel is a pixel flicking on and off
+ // around the whole silhouette.
+ const meanW = (rings) => rings.reduce((a, r) => a + ringSocket(r).w, 0) / rings.length;
+ const wR = meanW(lidR), wL = meanW(lidL), w = (wR + wL) / 2;
+
+ // Calibrate against the neutral, apply the artist's gain, and only then
+ // quantise - the grid should be a grid of DRAWN positions, because that is
+ // what a viewer reads. Gain is an authored parameter: measured gaze excursion
+ // is small and a character's eye usually wants more throw than a performer's,
+ // which is a decision for a person and not for the detector.
+ const origin = gazeOrigin(sig.gazeRaw, o.gazeOrigin, state.neutral);
+ state.gazeOriginValue = origin;
+ const px = sig.gazeRaw.map((g) => ({
+ x: (g.x - origin.x) * o.gazeGain * w,
+ y: (g.y - origin.y) * o.gazeGain * w,
+ }));
+ const gaze = quantizeSnap(px, o.gazeStep, o.gazeDwell);
+
+ const eye = (sk, lids, shut, rad, f) => {
+ const e = sk(f);
+ return {
+ // The lash line is the lid ring pushed outward by a fixed number of
+ // pixels, exactly as the mouth's outer ring sits outside its inner one.
+ // When the eye shuts, the traced ring goes near-degenerate and this
+ // collapses to a lens - which is a closed eye, drawn correctly, for free.
+ lash: offsetRing(lids[f], o.lashPx),
+ lid: lids[f],
+ shut: shut[f],
+ // Rounded to whole pixels. The rasteriser quantises everything anyway, so
+ // this costs nothing - but it means the iris and the square pupil share
+ // one integer centre, so the pupil is exactly its nominal size on every
+ // frame instead of spilling to the next pixel on some and not others.
+ iris: { x: Math.round(e.cx + gaze[f].x), y: Math.round(e.cy + gaze[f].y), r: rad },
+ pupil: o.pupilPx,
+ };
+ };
+
+ return {
+ gazePx: px, gaze, shutR, shutL, hasIris: sig.hasIris,
+ frames: Array.from({ length: N }, (_, f) => ({
+ r: eye(skR, lidR, shutR, (wR * o.irisSize) / 2, f),
+ l: eye(skL, lidL, shutL, (wL * o.irisSize) / 2, f),
+ })),
+ };
+}
+
+// Brows: ring traced every frame, HEIGHT quantised.
+//
+// The decomposition is the point. The traced ring already contains the brow's
+// real height, so adding a quantised raise on top would move it twice. Instead
+// the height is measured out of the ring, quantised, and put back - the shape
+// that renders is his, at a height that snaps between a few authored levels and
+// holds. That is the same split the eyes got: lid traced as a feature, iris
+// position quantised as a primitive.
+//
+// Two ends, not one height, warped linearly between them. Raise and tilt are
+// different expressions out of one mechanism: both ends up is surprise, inner
+// up alone is worry, inner down is anger.
+function buildBrows(o) {
+ const st = state.stab, N = state.dense.length;
+ const sig = browSignals(st);
+ state.browSig = sig;
+
+ const ringOf = (side) => (side === 'R' ? sig.pairing.right : sig.pairing.left);
+ const table = (side) => (ringOf(side) === 'browA' ? BROW_A_RING : BROW_B_RING);
+
+ const build = (side, corners) => {
+ const rings = smoothContours(
+ st[ringOf(side)].map((r) => toRasterRing(r, table(side), o.browVerts, state.xform)),
+ o.contourSmooth);
+
+ // Eye width in raster pixels, so the raise converts from eye widths into the
+ // units the grid is expressed in and the knob means the same on any framing.
+ const wpx = (f) => {
+ const a = state.xform(corners[f][0]), b = state.xform(corners[f][1]);
+ return Math.hypot(a.x - b.x, a.y - b.y);
+ };
+ const meanW = st.cornersR.reduce((a, _, f) => a + wpx(f), 0) / N;
+
+ // Rest pose from the take MEDIAN, never from the neutral frame. That frame
+ // is chosen by minimum mouth aperture and says nothing about the brows, and
+ // the same mistake on the gaze origin re-pointed an entire performance.
+ const rest = gazeOrigin(sig[side], 'median');
+ const px = sig[side].map((g) => ({
+ x: (g.x - rest.x) * o.browGain * meanW,
+ y: (g.y - rest.y) * o.browGain * meanW,
+ }));
+ const q = quantizeSnap(px, o.browStep, o.browDwell);
+
+ const frames = rings.map((ring, f) => {
+ // Raise is measured upward but y grows downward, so a positive raise is a
+ // negative y offset.
+ const dOuter = -(q[f].x - px[f].x), dInner = -(q[f].y - px[f].y);
+ const a = state.xform(corners[f][0]), b = state.xform(corners[f][1]);
+ const span = b.x - a.x;
+ const warped = ring.map((p) => {
+ // Position along the brow's own axis, outer end to inner end. Taken from
+ // x against the eye corners rather than from ring slots, because
+ // subsampling does not keep the end slots at any given budget.
+ const t = span === 0 ? 0 : Math.min(1, Math.max(0, (p.x - a.x) / span));
+ return { x: p.x, y: p.y + dOuter + (dInner - dOuter) * t };
+ });
+ return offsetRing(warped, o.browWeight);
+ });
+ return { frames, px, q };
+ };
+
+ return { R: build('R', st.cornersR), L: build('L', st.cornersL), pairing: sig.pairing };
+}
+
// Presence gets hysteresis and a minimum dwell, the same treatment plate
// selection gets: a teeth block that blinks on and off for single frames is
// worse than one that is simply absent. Appearing needs a clear signal, staying
@@ -275,14 +505,34 @@ function resolveTeeth(o) {
// stand-in until a drawing exists.
function renderFrame(f, mode = plateMode()) {
const r = new IndexedRaster(RW, RH);
- const pf = heldFrame(keptSorted(), f); // the plate frame on screen
+ const pf = plateIndex(f); // the plate frame on screen
if (mode === 'posterize' && state.images[pf]) {
posterizeInto(r, state.images[pf], state.stab.transforms[pf], state.xform,
PALETTE.map((p) => p.hex));
} else {
r.clear(IDX.bg);
- if (mode === 'oval' || mode === 'oval+photo') r.fillPoly(state.plates[pf], IDX.base);
+ }
+ // Painted cels sit BEHIND the face and hold on the same frames the plate
+ // does - pf is already "the most recent kept frame at or before f", which is
+ // exactly the rule the user draws against: a cel holds until the next frame
+ // that has its own drawing.
+ drawCel(r, state.cels.get(pf), (i) => i);
+ if (mode !== 'posterize' && (mode === 'oval' || mode === 'oval+photo')) {
+ r.fillPoly(state.plates[pf], IDX.base);
+ }
+
+ // Eyes run on the CLOCK, not on the mouth lead. The lead is a lip-sync
+ // device: it exists because a mouth shape anticipates the sound it makes.
+ // Nothing about a blink or a glance is tied to the audio, so shifting the
+ // eyes would only slide them off the head that carries them.
+ // Eyes and brows ride the exposure grid but NOT the mouth lead: the lead is a
+ // lip-sync device and nothing about a blink or a brow is tied to the audio.
+ const ef = perfIndex(f);
+ if (state.eyes) drawEyes(r, state.eyes.frames[ef]);
+ if (state.brows) {
+ r.fillPoly(state.brows.R.frames[ef], IDX.brow);
+ r.fillPoly(state.brows.L.frames[ef], IDX.brow);
}
const mf = leadIndex(f); // performance frame, possibly ahead
@@ -295,13 +545,34 @@ function renderFrame(f, mode = plateMode()) {
return r;
}
+// Lash ring, then sclera, then iris - the same three-layer structure the mouth
+// has, for the same reason: the dark ring outside the pale interior is what
+// makes a flat shape read as an opening rather than a blob.
+//
+// The iris is stencilled to the sclera it was just drawn over, so the lid crops
+// it automatically. Nothing needs to clamp the gaze to keep the iris inside the
+// eye, which matters because a clamp would flatten the performance at exactly
+// the extremes that carry it.
+function drawEyes(r, e) {
+ for (const s of [e.r, e.l]) {
+ r.fillPoly(s.lash, IDX.dark);
+ if (s.shut) continue; // a shut eye IS the lash line, alone
+ r.fillPoly(s.lid, IDX.white);
+ r.fillDisc(s.iris.x, s.iris.y, s.iris.r, IDX.iris, IDX.white);
+ // Stencilled to the iris, which is itself stencilled to the sclera - so the
+ // pupil is cropped by the lid transitively, and a blink or an extreme gaze
+ // takes the right bite out of it without anything having to compute where.
+ if (s.pupil) r.fillRect(s.iris.x, s.iris.y, s.pupil, IDX.pupil, IDX.iris);
+ }
+}
+
const plateMode = () => el('plateMode').value;
// Photo modes composite under the indexed layer, so the flat shapes stay exactly
// as they render while the reference sits behind them.
function compositeRender(canvas, f, zoom) {
const mode = plateMode();
- const pf = heldFrame(keptSorted(), f);
+ const pf = plateIndex(f);
const img = state.images[pf];
const showPhoto = img && (mode === 'photo' || mode === 'photo-dim' || mode === 'oval+photo');
@@ -315,23 +586,31 @@ function compositeRender(canvas, f, zoom) {
mode === 'photo-dim' ? 0.34 : 1);
}
- const r = renderFrame(f, mode === 'oval+photo' ? 'oval' : (showPhoto ? 'off' : mode));
- const img2 = r.toImageData(PALETTE.map((p) => p.hex), zoom);
- if (showPhoto) {
- // Keep the photo visible wherever the indexed layer is background.
- const bg = PALETTE[IDX.bg].hex.replace('#', '');
- const br = parseInt(bg.slice(0, 2), 16), bgn = parseInt(bg.slice(2, 4), 16), bb = parseInt(bg.slice(4, 6), 16);
- const d = img2.data;
- for (let i = 0; i < d.length; i += 4) {
- if (d[i] === br && d[i + 1] === bgn && d[i + 2] === bb) d[i + 3] = 0;
- }
- const tmp = document.createElement('canvas');
- tmp.width = img2.width; tmp.height = img2.height;
- tmp.getContext('2d').putImageData(img2, 0, 0);
- g.drawImage(tmp, 0, 0);
- } else {
- g.putImageData(img2, 0, 0);
+ blitIndexed(g, renderFrame(f, mode === 'oval+photo' ? 'oval' : (showPhoto ? 'off' : mode)),
+ zoom, showPhoto);
+}
+
+// Put an indexed raster onto a 2D context. With `keyBg`, background pixels go
+// transparent instead of opaque, so whatever was painted underneath - a
+// registered photograph, usually - stays visible through them.
+//
+// Split out of compositeRender so the paint canvas can draw the same pixels at
+// a reduced globalAlpha. Nothing else is different about that path, which is
+// what keeps the editing view honest: you are dimming the render, not looking
+// at a second renderer that might disagree with it.
+function blitIndexed(g, raster, zoom, keyBg) {
+ const img = raster.toImageData(PALETTE.map((p) => p.hex), zoom);
+ if (!keyBg) { g.putImageData(img, 0, 0); return; }
+ const bg = PALETTE[IDX.bg].hex.replace('#', '');
+ const br = parseInt(bg.slice(0, 2), 16), bgn = parseInt(bg.slice(2, 4), 16), bb = parseInt(bg.slice(4, 6), 16);
+ const d = img.data;
+ for (let i = 0; i < d.length; i += 4) {
+ if (d[i] === br && d[i + 1] === bgn && d[i + 2] === bb) d[i + 3] = 0;
}
+ const tmp = document.createElement('canvas');
+ tmp.width = img.width; tmp.height = img.height;
+ tmp.getContext('2d').putImageData(img, 0, 0);
+ g.drawImage(tmp, 0, 0);
}
const keptSorted = () => [...state.keep].sort((a, b) => a - b);
@@ -347,11 +626,28 @@ const keptSorted = () => [...state.keep].sort((a, b) => a - b);
// Positive lead = the mouth arrives earlier. Only performance parts shift; the
// head stays with the audio, because it is the mouth that should anticipate.
function leadIndex(f) {
- // Reads a cached scalar, not opts(): this runs once per strip thumbnail, and
+ // Reads cached scalars, not opts(): this runs once per strip thumbnail, and
// calling opts() here meant ~14 DOM reads x 74 frames on every redraw.
- return shiftIndex(f, state.lead, state.dense.length);
+ //
+ // Exposure first, then lead. The grid decides WHICH frames get a new drawing;
+ // the lead then shifts which pose that drawing carries, by whole frames of the
+ // original track. Applying them the other way round would put the changes on
+ // the wrong beats - the picture would update on the odd frames instead of
+ // holding on the twos.
+ return shiftIndex(exposeIndex(f, state.exposure), state.lead, state.dense.length);
}
+// The plate rides the same grid, so the whole picture updates together. On 2s
+// means on 2s - a head that cut on the odd frames while the mouth cut on the
+// even ones would read as two performances laid over each other.
+const plateIndex = (f) => heldFrame(keptSorted(), exposeIndex(f, state.exposure));
+
+// Performance tracks that do not take the mouth lead still ride the grid. This
+// existing as a named thing is what stopped the eyes holding on 1s in the
+// preview while the export held them on 2s - a preview that disagrees with the
+// export is the one bug this tool cannot afford.
+const perfIndex = (f) => exposeIndex(f, state.exposure);
+
function blit(canvas, raster, zoom) {
canvas.width = RW * zoom; canvas.height = RH * zoom;
canvas.getContext('2d').putImageData(raster.toImageData(PALETTE.map((p) => p.hex), zoom), 0, 0);
@@ -362,6 +658,7 @@ function drawAll() {
drawStrip();
drawWorksheet();
drawReadout();
+ drawPaint();
}
function drawReadout() {
@@ -372,21 +669,43 @@ function drawReadout() {
el('readout').textContent =
`${state.dense.length} frames → ${kept.length} drawings · ` +
`teeth on ${teethFrames}f · ` +
+ `${blinkRuns(state.eyes.shutR).length}/${blinkRuns(state.eyes.shutL).length} blinks R/L · ` +
+ `${gazeCells(state.eyes.gaze)} gaze cells · ` +
+ `${gazeCells(state.brows.R.q)} brow poses · ` +
+ (state.exposure > 1
+ ? `on ${state.exposure}s = ${(state.fps / state.exposure).toFixed(4).replace(/\.?0+$/, '')}fps · `
+ : '') +
(lead ? `mouth leads ${lead}f (${(lead / state.fps * 1000).toFixed(0)}ms) · ` : '') +
`holds ${Math.min(...runs)}–${Math.max(...runs)} frames · ` +
`neutral f${state.neutral} · residual ` +
`${(state.stab.residual.reduce((a, b) => a + b, 0) / state.dense.length).toFixed(4)}`;
}
+// Blinks as RUNS, not as shut frames: a three-frame blink is one blink, and the
+// count is only useful as "did the performer blink six times or sixty".
+function blinkRuns(shut) {
+ const runs = [];
+ for (let f = 0; f < shut.length; f++) {
+ if (shut[f] && !shut[f - 1]) runs.push(f);
+ }
+ return runs;
+}
+
+// How many distinct positions the iris ever occupies. This is the number the
+// gaze knobs exist to control: two or three is a character who looks at things,
+// forty is an unquantised iris sliding around, which is what the grid is for.
+const gazeCells = (gaze) => new Set(gaze.map((g) => `${g.x},${g.y}`)).size;
+
function drawPanes() {
const f = state.frame, kept = keptSorted();
- const pf = heldFrame(kept, f);
+ const pf = plateIndex(f);
// The mouth frame is always shown, not only when shifted, so the number can be
// watched diverging from f rather than taken on trust.
const lead = state.lead;
el('framelabel').textContent =
`f ${f} / ${state.dense.length - 1} · ${(f / state.fps).toFixed(2)}s · ` +
`plate f${pf} · mouth f${leadIndex(f)}` +
+ (state.exposure > 1 && f % state.exposure ? ' (held)' : '') +
(lead ? ` (${lead > 0 ? '+' : ''}${lead} = ${(lead / state.fps * 1000).toFixed(0)}ms)` : '') +
(state.keep.has(f) ? ' · KEPT' : ' · held');
@@ -404,12 +723,14 @@ function drawPanes() {
const map = (p) => ({ x: dx + (p.x * im.naturalWidth - sx) * s, y: dy + (p.y * im.naturalHeight - sy) * s });
strokePts(g1, LIPS_OUTER.map((i) => map(state.dense[f][i])), '#4ade80');
strokePts(g1, LIPS_INNER.map((i) => map(state.dense[f][i])), '#f87171');
+ drawEyeOverlay(g1, map, f);
} else {
g1.fillStyle = '#555'; g1.font = '13px system-ui';
g1.fillText('synthetic — no source frames', 14, 24);
const sc = (p) => ({ x: p.x * c1.width, y: p.y * c1.height });
strokePts(g1, LIPS_OUTER.map((i) => sc(state.dense[f][i])), '#4ade80');
strokePts(g1, LIPS_INNER.map((i) => sc(state.dense[f][i])), '#f87171');
+ drawEyeOverlay(g1, sc, f);
}
const c2 = el('cv-stab'), g2 = c2.getContext('2d');
@@ -426,9 +747,18 @@ function drawPanes() {
if (mf !== f) strokePts(g2, z(state.outer[f]), '#2f6b46');
strokePts(g2, z(state.outer[mf]), '#4ade80');
if (!state.hidden[mf]) strokePts(g2, z(state.inner[mf]), '#f87171');
+ for (const e of [state.eyes.frames[f].r, state.eyes.frames[f].l]) {
+ strokePts(g2, z(e.lid), e.shut ? '#f87171' : '#60a5fa');
+ if (e.shut) continue;
+ g2.strokeStyle = '#fbbf24';
+ g2.beginPath();
+ g2.arc(e.iris.x * ZOOM, e.iris.y * ZOOM, e.iris.r * ZOOM, 0, Math.PI * 2);
+ g2.stroke();
+ }
compositeRender(el('cv-render'), f, ZOOM);
drawInteriorDebug(f);
+ drawGazeDebug(f);
}
// What the teeth measurement actually saw: sampled region, pixels above
@@ -458,6 +788,81 @@ function drawInteriorDebug(fRaw) {
`area ${m.area}px · ${te.show ? 'SHOWN' : 'hidden'}`;
}
+// Lid rings and the iris, on the raw frame. Landmark overlays are how you tell
+// a tracking failure from a knob set wrong, and the eyes need it more than the
+// mouth does: an iris that has latched onto an eyebrow looks, in the flat
+// render alone, exactly like a gaze gain that is too high.
+function drawEyeOverlay(g, map, f) {
+ const lm = state.dense[f];
+ for (const ring of [EYE_R_RING, EYE_L_RING]) {
+ strokePts(g, ring.map((i) => map(lm[i])), '#60a5fa');
+ }
+ for (const ring of [BROW_A_RING, BROW_B_RING]) {
+ strokePts(g, ring.map((i) => map(lm[i])), '#c084fc');
+ }
+ if (!state.eyes.hasIris) return;
+ for (const iris of [IRIS_A, IRIS_B]) {
+ strokePts(g, iris.slice(1).map((i) => map(lm[i])), '#fbbf24');
+ }
+}
+
+// The gaze field: every position the iris takes over the whole take, plus where
+// it is now. Tune against this, not against the numbers - "4 cells" tells you
+// the quantisation is working, but only the picture tells you whether the four
+// are the four looks the performance actually has.
+function drawGazeDebug(f) {
+ const cv = el('cv-gaze'), S = 150;
+ cv.width = S; cv.height = S;
+ const g = cv.getContext('2d');
+ g.fillStyle = '#0d0f16'; g.fillRect(0, 0, S, S);
+
+ const ex = state.eyes;
+ // Scale so the widest excursion in the take fills the box, with a floor so a
+ // nearly-still gaze does not get magnified into a light show.
+ let m = 2;
+ for (const p of ex.gazePx) m = Math.max(m, Math.abs(p.x), Math.abs(p.y));
+ const k = (S / 2 - 8) / m;
+ const X = (v) => S / 2 + v * k, Y = (v) => S / 2 + v * k;
+
+ const o = opts();
+ if (o.gazeStep > 0) {
+ g.strokeStyle = '#1b2030'; g.lineWidth = 1;
+ for (let i = -20; i <= 20; i++) {
+ const v = i * o.gazeStep;
+ if (Math.abs(v) > m) continue;
+ g.beginPath(); g.moveTo(X(v), 0); g.lineTo(X(v), S); g.stroke();
+ g.beginPath(); g.moveTo(0, Y(v)); g.lineTo(S, Y(v)); g.stroke();
+ }
+ }
+ g.strokeStyle = '#2a2f3e';
+ g.beginPath(); g.moveTo(S / 2, 0); g.lineTo(S / 2, S);
+ g.moveTo(0, S / 2); g.lineTo(S, S / 2); g.stroke();
+
+ g.fillStyle = '#2f6b46';
+ for (const p of ex.gaze) g.fillRect(X(p.x) - 1.5, Y(p.y) - 1.5, 3, 3);
+
+ const raw = ex.gazePx[f], q = ex.gaze[f];
+ g.fillStyle = '#8891a5';
+ g.fillRect(X(raw.x) - 1, Y(raw.y) - 1, 2, 2);
+ g.fillStyle = '#fbbf24';
+ g.beginPath(); g.arc(X(q.x), Y(q.y), 4, 0, Math.PI * 2); g.fill();
+
+ const sig = state.eyeSig, fr = state.eyes.frames[f];
+ const og = state.gazeOriginValue;
+ // Per-eye raw gaze is the diagnostic for a wrong-looking eyeline. If the two
+ // agree and both point the wrong way, the ORIGIN is wrong. If they disagree in
+ // a sustained way, it is out-of-plane head rotation biasing the projection,
+ // which no 2D measurement can undo.
+ const sgn = (v) => `${v >= 0 ? '+' : ''}${v.toFixed(3)}`;
+ el('eyeinfo').textContent =
+ `open R ${sig.openR[f].toFixed(3)} L ${sig.openL[f].toFixed(3)} / cut ${o.blinkCut.toFixed(3)}\n` +
+ `${fr.r.shut ? 'R SHUT ' : ''}${fr.l.shut ? 'L SHUT' : ''}${!fr.r.shut && !fr.l.shut ? 'both open' : ''}\n` +
+ `gaze ${q.x >= 0 ? '+' : ''}${q.x.toFixed(1)}, ${q.y >= 0 ? '+' : ''}${q.y.toFixed(1)} px\n` +
+ `raw R ${sgn(sig.gazeR[f].x)} L ${sgn(sig.gazeL[f].x)} (x, eye widths)\n` +
+ `origin ${o.gazeOrigin} ${sgn(og.x)}, ${sgn(og.y)}` +
+ (ex.hasIris ? '' : ' — no iris landmarks');
+}
+
function strokePts(g, pts, color, lw = 1) {
g.strokeStyle = color; g.lineWidth = lw;
g.beginPath();
@@ -497,7 +902,13 @@ function drawStrip() {
const tag = document.createElement('span');
tag.textContent = f;
+ // Mark the frames that actually carry a drawing. Without it the only way to
+ // know where your cels are is to scrub and look, and "copy previous" then
+ // reaches back to somewhere you cannot see.
+ if ((state.cels.get(f) || []).length) cell.classList.add('cel');
cell.append(cv, tag);
+ cell.draggable = true;
+ cell.ondragstart = (ev) => ev.dataTransfer.setData('text/plain', String(f));
cell.onclick = (ev) => {
seekTo(f);
if (ev.shiftKey) toggle(f);
@@ -538,12 +949,67 @@ function drawWorksheet() {
/* ---------- export ---------- */
+// Six parts, three per eye, mirroring the mouth's lash/interior/content stack.
+// `clip` is what tells the renderer the iris is stencilled by the sclera rather
+// than merely drawn after it - without it an extreme gaze would put the iris on
+// the cheek.
+function eyeParts(grid) {
+ const out = [];
+ // Eyes ride the exposure grid but NOT the mouth lead: the lead is a lip-sync
+ // device and nothing about a blink is tied to the audio.
+ const src = perfIndex;
+ [['r', 20], ['l', 23]].forEach(([side, z]) => {
+ const at = (f) => state.eyes.frames[src(f)][side];
+ out.push(
+ { name: `eye_${side}`, kind: 'poly', z, color: 'skin_dark', interp: 'hold',
+ keys: grid.map((f) => ({ f, src: src(f), pts: at(f).lash })) },
+ { name: `eye_${side}_in`, kind: 'poly', z: z + 1, color: 'eye_white', interp: 'hold',
+ parent: `eye_${side}`,
+ keys: grid.map((f) =>
+ (at(f).shut ? { f, hidden: true } : { f, src: src(f), pts: at(f).lid })) },
+ { name: `iris_${side}`, kind: 'disc', z: z + 2, color: 'iris', interp: 'hold',
+ parent: `eye_${side}_in`, clip: `eye_${side}_in`,
+ keys: grid.map((f) => {
+ const e = at(f);
+ return e.shut ? { f, hidden: true }
+ : { f, src: src(f), c: { x: e.iris.x, y: e.iris.y }, r: e.iris.r };
+ }) },
+ );
+ if (!state.eyes.frames[0].r.pupil) return;
+ out.push(
+ { name: `pupil_${side}`, kind: 'rect', z: z + 3, color: 'pupil', interp: 'hold',
+ parent: `iris_${side}`, clip: `iris_${side}`,
+ keys: grid.map((f) => {
+ const e = at(f);
+ return e.shut ? { f, hidden: true }
+ : { f, src: src(f), c: { x: e.iris.x, y: e.iris.y }, size: e.pupil };
+ }) },
+ );
+ });
+ return out;
+}
+
+// Brows are a traced ring like the lids, so they keep every frame on the grid.
+// The quantised raise is already baked into the points - the renderer is handed
+// a polygon, not a shape plus an offset it would have to recombine.
+function browParts(grid) {
+ return [['r', 26, 'R'], ['l', 27, 'L']].map(([name, z, side]) => ({
+ name: `brow_${name}`, kind: 'poly', z, color: 'brow', interp: 'hold',
+ keys: grid.map((f) => ({ f, src: perfIndex(f), pts: state.brows[side].frames[perfIndex(f)] })),
+ }));
+}
+
function exportTake() {
const kept = keptSorted();
const N = state.dense.length;
+ // Output frames that actually carry a key. Everything between them is a hold,
+ // which the take format already expresses, so on 2s emits half the keys rather
+ // than emitting each pose twice.
+ const grid = [];
+ for (let f = 0; f < N; f += state.exposure) grid.push(f);
const take = {
name: el('takename').value || 'line_01',
- frames: N, width: RW, height: RH, exposure: 1, fps: state.fps,
+ frames: N, width: RW, height: RH, exposure: state.exposure, fps: state.fps,
palette: PALETTE,
slot: { x: RW / 2, y: RH / 2 },
parts: [
@@ -554,14 +1020,20 @@ function exportTake() {
// key f carries the pose from source frame f+lead - so the renderer never
// needs to know about it.
{ name: 'mouth', kind: 'poly', z: 30, color: 'skin_dark', interp: 'hold',
- keys: state.outer.map((_, f) => ({ f, src: leadIndex(f), pts: state.outer[leadIndex(f)] })) },
+ keys: grid.map((f) => ({ f, src: leadIndex(f), pts: state.outer[leadIndex(f)] })) },
{ name: 'mouth_in', kind: 'poly', z: 31, color: 'mouth_dark', interp: 'hold', parent: 'mouth',
- keys: state.inner.map((_, f) => {
+ keys: grid.map((f) => {
const m = leadIndex(f);
return state.hidden[m] ? { f, hidden: true } : { f, src: m, pts: state.inner[m] };
}) },
+ // Eyes. The lids are traced, so like the mouth they cost nothing and keep
+ // every frame. The iris is a primitive: its quantised position means the
+ // key stream is dense but the VALUES change only on saccades, so a
+ // hold-interpolating renderer cuts between fixations by itself.
+ ...eyeParts(grid),
+ ...browParts(grid),
{ name: 'teeth', kind: 'poly', z: 32, color: 'teeth', interp: 'hold', parent: 'mouth_in',
- keys: state.teeth.map((_, f) => {
+ keys: grid.map((f) => {
const m = leadIndex(f), te = state.teeth[m];
return te.show && te.pts ? { f, src: m, pts: te.pts } : { f, hidden: true };
}) },
@@ -577,7 +1049,9 @@ function exportTake() {
a.href = URL.createObjectURL(new Blob([text], { type: 'text/plain' }));
a.download = `${take.name}.take`;
a.click();
- status(`exported — ${kept.length} plate drawings, ${N} mouth frames`, 'ok');
+ status(`exported — ${kept.length} plate drawings, ${grid.length} mouth keys` +
+ (state.exposure > 1 ? ` on ${state.exposure}s` : '') + ', ' +
+ `${blinkRuns(state.eyes.shutR).length + blinkRuns(state.eyes.shutL).length} blinks`, 'ok');
}
/* ---------- wiring ---------- */
@@ -605,6 +1079,8 @@ async function runFrames() {
state.interior = measureAll(images, dense, opts());
el('scrub').max = dense.length - 1;
state.frame = 0;
+ labelExposure();
+ loadCels();
rebuild(true);
const dur = (dense.length / state.fps).toFixed(2);
status(`${images.length} frames · ${images[0].naturalWidth}x${images[0].naturalHeight} · ` +
@@ -626,24 +1102,49 @@ function runSynthetic() {
state.dense = synthDense(72);
el('scrub').max = 71;
state.frame = 0;
+ labelExposure();
+ loadCels();
rebuild(true);
status('synthetic — exercises everything below detection', 'ok');
}
+// How each slider's raw value reads out. A table rather than the conditional
+// chain this used to be: that chain grew a branch per knob and was one ternary
+// away from being unreadable.
+const FMT = {
+ apertureThresh: (v) => (v / 1000).toFixed(3),
+ tol: (v) => (v / 1000).toFixed(3),
+ blinkCut: (v) => (v / 1000).toFixed(3),
+ teethOn: (v) => (v / 100).toFixed(2),
+ teethErode: (v) => (v / 100).toFixed(2),
+ tongueReject: (v) => (v / 100).toFixed(2),
+ topBias: (v) => (v / 100).toFixed(2),
+ irisSize: (v) => `${v}%`,
+ gazeGain: (v) => (v / 100).toFixed(2),
+ gazeStep: (v) => (v ? `${v}px` : 'off'),
+ browStep: (v) => (v ? `${v}px` : 'off'),
+ browWeight: (v) => `${v}px`,
+ browGain: (v) => (v / 100).toFixed(2),
+ pupilPx: (v) => (v ? `${v}px` : 'off'),
+ lashPx: (v) => `${v}px`,
+ lead: (v) => (v > 0 ? `+${v}` : String(v)),
+};
+
for (const id of ['verts', 'smoothWin', 'contourSmooth', 'apertureThresh', 'tol',
'teethOn', 'teethDwell', 'teethErode', 'tongueReject', 'blobGrow',
- 'topBias', 'teethVerts', 'teethSmooth', 'lead']) {
+ 'topBias', 'teethVerts', 'teethSmooth', 'lead',
+ 'eyeVerts', 'lashPx', 'irisSize', 'pupilPx', 'gazeGain',
+ 'gazeStep', 'gazeDwell', 'blinkCut', 'blinkHold', 'blinkDwell',
+ 'browVerts', 'browWeight', 'browGain', 'browStep', 'browDwell']) {
+ const show = () => {
+ el(id + 'v').textContent = FMT[id] ? FMT[id](+el(id).value) : el(id).value;
+ };
el(id).addEventListener('input', () => {
- el(id + 'v').textContent = id === 'apertureThresh' || id === 'tol'
- ? (+el(id).value / 1000).toFixed(3)
- : ['teethOn', 'teethErode', 'tongueReject', 'topBias'].includes(id)
- ? (+el(id).value / 100).toFixed(2)
- : id === 'lead' && +el(id).value > 0 ? `+${el(id).value}`
- : el(id).value;
+ show();
if (id === 'tol') return; // tol only matters when you ask for a suggestion
rebuild(false);
});
- el(id + 'v').textContent = el(id).value;
+ show();
}
function seekTo(f) {
@@ -657,6 +1158,22 @@ el('btn-frames').onclick = runFrames;
el('btn-synth').onclick = runSynthetic;
el('btn-export').onclick = exportTake;
el('plateMode').addEventListener('change', () => { if (state.dense) drawAll(); });
+el('exposure').addEventListener('change', () => { if (state.dense) rebuild(false); });
+for (const id of ['irisAnchor', 'gazeOrigin']) {
+ el(id).addEventListener('change', () => { if (state.dense) rebuild(false); });
+}
+
+// Label the exposure options in the only units that mean anything here: the
+// rate the picture actually changes at, which depends on the clip's own rate.
+// "on 2s" is the animator's name for it and the number is what you hear against
+// the audio, so the menu says both.
+function labelExposure() {
+ for (const opt of el('exposure').options) {
+ const n = +opt.value;
+ const rate = (state.fps / n).toFixed(4).replace(/\.?0+$/, '');
+ opt.textContent = `${rate} fps · on ${n}s`;
+ }
+}
el('btn-saveframe').onclick = () => {
if (!state.dense) return;
const cv = document.createElement('canvas');
@@ -763,6 +1280,144 @@ PALETTE.forEach((p) => {
el('palette').append(sw);
});
+/* ---------- paint ---------- */
+
+// The cel being edited is the one ON SCREEN, which is the most recent kept
+// frame at or before the playhead. You can scrub anywhere and keep drawing on
+// the cel you can see, rather than having to land exactly on a kept frame.
+const celFrame = () => (state.dense ? plateIndex(state.frame) : 0);
+
+const paint = new PaintUI({
+ canvas: el('cv-paint'), list: el('paintlayers'), info: el('paintinfo'),
+ zoom: 3, RW, RH, palette: PALETTE,
+ getCel: () => (state.dense ? (state.cels.get(celFrame()) || []) : []),
+ setCel: (cel) => { if (state.dense) state.cels.set(celFrame(), cel); },
+ celAt: (f) => (state.dense ? state.cels.get(heldFrame(keptSorted(), f)) : null),
+ backing: (cv, z) => {
+ if (!state.dense) {
+ cv.width = RW * z; cv.height = RH * z;
+ const g = cv.getContext('2d');
+ g.fillStyle = '#0d0f16'; g.fillRect(0, 0, cv.width, cv.height);
+ return;
+ }
+ const op = +el('paintOpacity').value / 100;
+ // At 100% this is exactly the normal composite, so the slider changes
+ // nothing at all until you reach for it.
+ if (op >= 1) { compositeRender(cv, state.frame, z); return; }
+ paintGhost(cv, z, op);
+ },
+ // paintLabels, not drawPaint: drawPaint re-renders the canvas, and this runs
+ // from inside commit(), which renders immediately afterwards anyway.
+ onChange: () => { saveCels(); paintLabels(); drawPanes(); drawStrip(); drawWorksheet(); },
+});
+
+el('paintTool').addEventListener('change', () => {
+ paint.tool = el('paintTool').value;
+ paint.draft = null;
+ paint.render();
+});
+el('paintColor').addEventListener('change', () => { paint.color = +el('paintColor').value; });
+el('paintOpacity').addEventListener('input', () => {
+ el('paintOpacityv').textContent = `${el('paintOpacity').value}%`;
+ paint.render();
+});
+el('paintOpacityv').textContent = `${el('paintOpacity').value}%`;
+el('btn-celclear').onclick = () => {
+ if (!state.dense) return;
+ state.cels.set(celFrame(), newCel());
+ paint.sel = -1;
+ paint.commit();
+};
+el('btn-celprev').onclick = () => {
+ // Copy the last finished drawing onto this one - the case you reach for
+ // constantly, stepping forward and carrying the previous cel with you.
+ //
+ // "The last drawing" means the nearest earlier enabled frame that ACTUALLY
+ // HAS one, not simply the nearest earlier enabled frame. Every frame is
+ // enabled until you curate the strip, so the naive rule resolved to f-1,
+ // which is empty, and the button looked like it only ever copied the frame
+ // immediately to the left. Skipping the empties makes it behave the same
+ // before and after you thin the strip out.
+ if (!state.dense) return;
+ const here = celFrame();
+ const prev = keptSorted()
+ .filter((k) => k < here && (state.cels.get(k) || []).length)
+ .pop();
+ if (prev === undefined) { paint.say('no earlier drawing to copy'); return; }
+ state.cels.set(here, cloneCel(state.cels.get(prev)));
+ paint.sel = -1;
+ paint.commit();
+ paint.say(`copied f${prev} → f${here} — ${state.cels.get(here).length} layers`);
+};
+
+PALETTE.forEach((p, i) => {
+ const o = document.createElement('option');
+ o.value = i; o.textContent = p.name;
+ el('paintColor').append(o);
+});
+el('paintColor').value = 1;
+paint.color = 1;
+
+// Drawings are the only thing here a person made by hand, so losing them to a
+// reload would be the worst failure in the tool. Everything else regenerates.
+const celKey = () => `arthur.cels.${el('takename').value || 'line_01'}`;
+function saveCels() {
+ try {
+ localStorage.setItem(celKey(), JSON.stringify([...state.cels]));
+ } catch { /* private window, quota - not worth failing a brush stroke over */ }
+}
+function loadCels() {
+ state.cels = new Map();
+ try {
+ const raw = localStorage.getItem(celKey());
+ if (raw) state.cels = new Map(JSON.parse(raw).map(([k, v]) => [+k, v]));
+ } catch { /* corrupt or absent: start empty */ }
+}
+
+function drawPaint() {
+ paintLabels();
+ paint.render();
+}
+
+// The drawing dimmed over the source frame, for tracing.
+//
+// An EDITING AID ONLY - opacity is never written to the raster, never exported,
+// and the flat render is untouched. Nothing here may reach the output: a
+// translucent fill is the one thing this format cannot express, so if it ever
+// leaked into the rasteriser it would have to be flattened against a background
+// and would silently become a colour that is not in the ramp.
+//
+// The plate oval is deliberately not drawn. It is a stand-in for art that does
+// not exist yet, and it covers the performer's face in flat skin - which is
+// exactly the part of the frame you turned the opacity down to look at.
+function paintGhost(cv, z, op) {
+ cv.width = RW * z; cv.height = RH * z;
+ const g = cv.getContext('2d');
+ g.fillStyle = PALETTE[IDX.bg].hex;
+ g.fillRect(0, 0, cv.width, cv.height);
+
+ const f = state.frame, pf = plateIndex(f);
+ const img = state.images[pf];
+ if (img) drawRegistered(g, img, state.stab.transforms[pf], state.xform, z, 1);
+
+ g.globalAlpha = op;
+ blitIndexed(g, renderFrame(f, 'off'), z, !!img);
+ g.globalAlpha = 1;
+}
+
+function paintLabels() {
+ if (!state.dense) return;
+ const kept = keptSorted(), cf = celFrame();
+ const until = (kept[kept.indexOf(cf) + 1] ?? state.dense.length) - 1;
+ const drawn = kept.filter((k) => (state.cels.get(k) || []).length);
+ el('paintframe').textContent =
+ `drawing cel f${cf}` + (until > cf ? ` — holds to f${until}` : '') +
+ (state.frame !== cf ? ` · playhead f${state.frame}` : '');
+ el('paintcels').textContent = drawn.length
+ ? `${drawn.length} drawn: ${drawn.join(' ')}`
+ : 'nothing drawn yet';
+}
+
// #synth / #frames autorun, so the tool can be driven headlessly for smoke tests
// and deep-linked. Detection needs WebGL; the synthetic path does not.
window.addEventListener('error', (e) => {
@@ -775,3 +1430,6 @@ else if (location.hash === '#frames') runFrames();
else status('ready — Load frames, then step with \u2190 \u2192 and delete with X');
window.__roto = state; // headless smoke test reads this
+window.__render = compositeRender; // ...and renders arbitrary frames off-screen
+window.__lead = leadIndex; // ...and resolves the performance frame
+window.__drawAll = drawAll; // ...and forces a full redraw
diff --git a/js/landmarks.js b/js/landmarks.js
index 8251e6b..e8e7b4a 100644
--- a/js/landmarks.js
+++ b/js/landmarks.js
@@ -52,3 +52,77 @@ export function subsampleSlots(len, n) {
export function subsampleRing(ring, n) {
return subsampleSlots(ring.length, n).map((s) => ring[s]);
}
+
+// ---- eyes ----
+//
+// Eyelid rings, under the same contract as the lip rings: ORDERED traversals
+// where slot position IS vertex identity. Both eyes start at the OUTER corner
+// and go over the UPPER lid first, so slot k means the same anatomy on both
+// sides. On a 16-slot ring that puts the four cardinals exactly on the four
+// quarter slots - 0 outer corner, 4 upper lid centre, 8 inner corner, 12 lower
+// lid centre - so every even vertex budget lands on real landmarks.
+//
+// The two rings traverse opposite directions on screen, because they are
+// mirrored anatomy described the same way. Nothing downstream cares: an
+// even-odd fill has no winding, and ring SIMPLICITY is what is asserted.
+export const EYE_R_RING = [
+ 33, 246, 161, 160, 159, 158, 157, 173,
+ 133, 155, 154, 153, 145, 144, 163, 7,
+];
+export const EYE_L_RING = [
+ 263, 466, 388, 387, 386, 385, 384, 398,
+ 362, 382, 381, 380, 374, 373, 390, 249,
+];
+
+// Outer, inner corner per eye. All four are also in RIGID, and that is the
+// point: the eye's reference frame is built only from landmarks that do not
+// move under performance, so a blink cannot be mistaken for a change of gaze.
+export const EYE_R_CORNERS = [33, 133];
+export const EYE_L_CORNERS = [263, 362];
+
+// Upper and lower lid centres. Their separation over the corner distance is the
+// openness signal that decides whether the eye is shut - the same shape of
+// measurement as APERTURE is for the mouth, but normalised, so one threshold
+// carries across takes and faces.
+export const EYE_R_LIDS = [159, 145];
+export const EYE_L_LIDS = [386, 374];
+
+// The two iris blocks the refined mesh appends: centre first, then four ring
+// points. WHICH BLOCK BELONGS TO WHICH EYE IS NOT DECLARED HERE - MediaPipe's
+// own "left"/"right" is viewer-relative in some docs and subject-relative in
+// others, and a swap looks almost right, so it would survive an eyeball and
+// then read as a permanently wall-eyed character. pipeline.js resolves it from
+// the geometry instead.
+export const IRIS_A = [468, 469, 470, 471, 472];
+export const IRIS_B = [473, 474, 475, 476, 477];
+
+// ---- brows ----
+//
+// Each brow is two five-point chains, an upper edge and a lower edge, which
+// close into a ten-point ring: out along one edge from the outer end to the
+// inner, back along the other.
+//
+// WHICH EDGE IS UPPER IS DELIBERATELY NOT DECLARED, and unlike the iris it does
+// not need to be. Swapping them traverses the same ring the other way round,
+// and an even-odd fill has no winding, so the shape is identical either way.
+// What the ring guarantees instead is that the two ENDS land on fixed slots:
+// 0 and 9 are one end, 4 and 5 the other. Averaging a pair therefore gives the
+// brow's height at that end whichever edge is on top, which is all the raise
+// and tilt measurement needs.
+//
+// Which end is the OUTER one is resolved from geometry in pipeline.js, because
+// getting it backwards mirrors the tilt - inner-up "worried" would render as
+// outer-up - and that is a expression error, not a glitch, so it would read as
+// a directed performance choice rather than as a bug.
+export const BROW_A_RING = [
+ 70, 63, 105, 66, 107,
+ 55, 65, 52, 53, 46,
+];
+export const BROW_B_RING = [
+ 300, 293, 334, 296, 336,
+ 285, 295, 282, 283, 276,
+];
+
+// The slots at each end of a brow ring, as pairs to average.
+export const BROW_END_0 = [0, 9];
+export const BROW_END_1 = [4, 5];
diff --git a/js/mathutil.js b/js/mathutil.js
index 310eb8c..b49c51c 100644
--- a/js/mathutil.js
+++ b/js/mathutil.js
@@ -108,3 +108,27 @@ export function smoothTransforms(tfs, radius) {
theta: Math.atan2(sn[i], c[i]), s: s[i], tx: tx[i], ty: ty[i],
}));
}
+
+// Push a ring outward from its centroid by a FIXED distance, not by a scale
+// factor.
+//
+// Scaling collapses with the shape: a shut eyelid scaled by 1.1 is still a shut
+// eyelid, so the lash line - the only thing left to draw when the eye is closed
+// - would vanish exactly on the frames where it is the whole drawing. A fixed
+// radial offset gives a band of roughly constant thickness that survives the
+// ring going degenerate, and it keeps a star-shaped ring simple, which
+// docs/design.md requires of every cut part.
+export function offsetRing(pts, d) {
+ if (!d) return pts;
+ let cx = 0, cy = 0;
+ for (const p of pts) { cx += p.x; cy += p.y; }
+ cx /= pts.length; cy /= pts.length;
+ return pts.map((p) => {
+ const dx = p.x - cx, dy = p.y - cy;
+ const m = Math.hypot(dx, dy);
+ // A vertex sitting exactly on the centroid has no outward direction. Leave
+ // it where it is rather than emitting NaN and poisoning the whole ring.
+ return m < 1e-9 ? { x: p.x, y: p.y }
+ : { x: p.x + (dx / m) * d, y: p.y + (dy / m) * d };
+ });
+}
diff --git a/js/paint.js b/js/paint.js
new file mode 100644
index 0000000..b50648a
--- /dev/null
+++ b/js/paint.js
@@ -0,0 +1,345 @@
+// Vector cel painting: flat polygons on the frames that get their own drawing.
+//
+// THIS IS A SKETCH. It exists to test whether the aesthetic holds when a human
+// draws the background rather than the tracker deriving it, and it is expected
+// to be replaced by a real paint surface with onion skin, undo and a proper
+// tool model. Deliberately kept to one module with no dependencies on the rest
+// of the pipeline so that throwing it away is a delete rather than a surgery.
+//
+// The data model is the part worth keeping:
+//
+// cel = Layer[] index 0 is the BACK of the stack, last is the front
+// Layer = { name, color, pts, hidden }
+//
+// `color` is a PALETTE INDEX, never an RGB value - the one rule from
+// docs/design.md that a paint tool could most easily break. You cannot pick a
+// colour here that is not already in the take's ramp.
+//
+// Points are integers in 320x200 raster space. Snapping is not a convenience:
+// sub-pixel vertices on a hard-edged indexed rasteriser move an edge by a whole
+// pixel or not at all depending on where the polygon happens to land, so a
+// shape nudged by 0.4px shimmers instead of holding still.
+
+export const newCel = () => [];
+
+export const cloneCel = (cel) =>
+ (cel || []).map((l) => ({
+ name: l.name, color: l.color, hidden: !!l.hidden,
+ pts: l.pts.map((p) => ({ x: p.x, y: p.y })),
+ }));
+
+// Fill every visible layer back to front. Same rasteriser the derived parts
+// use, so a painted shape and a traced one cannot look different.
+export function drawCel(raster, cel, idxOf) {
+ if (!cel) return;
+ for (const l of cel) {
+ if (l.hidden || l.pts.length < 3) continue;
+ raster.fillPoly(l.pts, idxOf(l.color));
+ }
+}
+
+const pointInPoly = (pts, x, y) => {
+ let inside = false;
+ for (let i = 0, j = pts.length - 1; i < pts.length; j = i++) {
+ if ((pts[i].y > y) !== (pts[j].y > y) &&
+ x < ((pts[j].x - pts[i].x) * (y - pts[i].y)) / (pts[j].y - pts[i].y) + pts[i].x) inside = !inside;
+ }
+ return inside;
+};
+
+// Distance from p to segment ab, and where along it the foot falls.
+function segDist(p, a, b) {
+ const vx = b.x - a.x, vy = b.y - a.y;
+ const len = vx * vx + vy * vy;
+ const t = len ? Math.max(0, Math.min(1, ((p.x - a.x) * vx + (p.y - a.y) * vy) / len)) : 0;
+ const cx = a.x + t * vx, cy = a.y + t * vy;
+ return { d: Math.hypot(p.x - cx, p.y - cy), t };
+}
+
+export class PaintUI {
+ constructor(opts) {
+ this.canvas = opts.canvas; // where the cel is drawn and edited
+ this.list = opts.list; // layer stack DOM host
+ this.info = opts.info; // status line
+ this.zoom = opts.zoom || 3;
+ this.RW = opts.RW; this.RH = opts.RH;
+ this.palette = opts.palette; // [{name,hex}], index is the colour
+ this.getCel = opts.getCel; // () => Layer[] for the frame being edited
+ this.setCel = opts.setCel; // (Layer[]) => void
+ this.celAt = opts.celAt; // (frame) => Layer[] for drag-to-seed
+ this.backing = opts.backing; // (canvas, zoom) => void, paints what is under
+ this.onChange = opts.onChange; // commit + redraw everything else
+
+ this.tool = 'pen';
+ this.color = 1;
+ this.sel = -1; // selected layer index
+ this.draft = null; // in-progress pen path
+ this.drag = null;
+
+ this.bind();
+ }
+
+ /* ---- geometry ---- */
+
+ at(ev) {
+ const r = this.canvas.getBoundingClientRect();
+ // Snap to the raster grid. See the note at the top of the file.
+ return {
+ x: Math.round(((ev.clientX - r.left) / r.width) * this.RW),
+ y: Math.round(((ev.clientY - r.top) / r.height) * this.RH),
+ };
+ }
+
+ hit(p) {
+ const cel = this.getCel();
+ const near = 3;
+ // Vertices of the SELECTED layer win over everything, so a vertex sitting
+ // under another shape stays grabbable instead of selecting the shape on top.
+ if (this.sel >= 0 && cel[this.sel]) {
+ const pts = cel[this.sel].pts;
+ for (let i = 0; i < pts.length; i++) {
+ if (Math.hypot(pts[i].x - p.x, pts[i].y - p.y) <= near) return { layer: this.sel, vertex: i };
+ }
+ for (let i = 0; i < pts.length; i++) {
+ const s = segDist(p, pts[i], pts[(i + 1) % pts.length]);
+ if (s.d <= near / 2) return { layer: this.sel, edge: i };
+ }
+ }
+ // Then shapes, front to back, so clicking picks what you can see.
+ for (let i = cel.length - 1; i >= 0; i--) {
+ if (!cel[i].hidden && cel[i].pts.length >= 3 && pointInPoly(cel[i].pts, p.x, p.y)) {
+ return { layer: i };
+ }
+ }
+ return null;
+ }
+
+ /* ---- editing ---- */
+
+ commit() { this.onChange(); this.render(); }
+
+ addLayer(pts) {
+ const cel = this.getCel().slice();
+ cel.push({ name: `shape ${cel.length + 1}`, color: this.color, hidden: false, pts });
+ this.setCel(cel);
+ this.sel = cel.length - 1;
+ this.commit();
+ }
+
+ mutate(fn) {
+ const cel = cloneCel(this.getCel());
+ fn(cel);
+ this.setCel(cel);
+ this.commit();
+ }
+
+ move(from, to) {
+ if (to < 0 || to >= this.getCel().length) return;
+ this.mutate((cel) => { cel.splice(to, 0, cel.splice(from, 1)[0]); });
+ this.sel = to;
+ this.render();
+ }
+
+ bind() {
+ const c = this.canvas;
+
+ c.addEventListener('mousedown', (ev) => {
+ ev.preventDefault();
+ const p = this.at(ev);
+
+ if (this.tool === 'pen') {
+ if (!this.draft) { this.draft = [p]; this.render(); return; }
+ const first = this.draft[0];
+ // Closing on the first point is how you finish; three points minimum,
+ // because a two-point "polygon" fills nothing and looks like a bug.
+ if (this.draft.length >= 3 && Math.hypot(first.x - p.x, first.y - p.y) <= 3) {
+ const pts = this.draft; this.draft = null; this.addLayer(pts); return;
+ }
+ this.draft.push(p); this.render(); return;
+ }
+
+ const h = this.hit(p);
+ if (!h) { this.sel = -1; this.render(); return; }
+ this.sel = h.layer;
+
+ if (h.vertex !== undefined) {
+ if (ev.altKey) {
+ // Never below a triangle.
+ if (this.getCel()[h.layer].pts.length > 3) {
+ this.mutate((cel) => cel[h.layer].pts.splice(h.vertex, 1));
+ }
+ return;
+ }
+ this.drag = { kind: 'vertex', layer: h.layer, vertex: h.vertex };
+ this.render(); return;
+ }
+ if (h.edge !== undefined && ev.shiftKey) {
+ this.mutate((cel) => cel[h.layer].pts.splice(h.edge + 1, 0, { x: p.x, y: p.y }));
+ this.drag = { kind: 'vertex', layer: h.layer, vertex: h.edge + 1 };
+ return;
+ }
+ this.drag = { kind: 'shape', layer: h.layer, from: p };
+ this.render();
+ });
+
+ window.addEventListener('mousemove', (ev) => {
+ if (!this.drag) return;
+ const p = this.at(ev);
+ const d = this.drag;
+ const cel = this.getCel();
+ if (d.kind === 'vertex') {
+ const v = cel[d.layer].pts[d.vertex];
+ if (v.x === p.x && v.y === p.y) return;
+ v.x = p.x; v.y = p.y;
+ } else {
+ const dx = p.x - d.from.x, dy = p.y - d.from.y;
+ if (!dx && !dy) return;
+ for (const q of cel[d.layer].pts) { q.x += dx; q.y += dy; }
+ d.from = p;
+ }
+ this.render();
+ });
+
+ window.addEventListener('mouseup', () => {
+ if (!this.drag) return;
+ this.drag = null;
+ this.commit();
+ });
+
+ c.addEventListener('dblclick', (ev) => {
+ ev.preventDefault();
+ if (this.tool === 'pen' && this.draft && this.draft.length >= 3) {
+ const pts = this.draft; this.draft = null; this.addLayer(pts);
+ }
+ });
+
+ // Seed from another frame: drag a strip thumbnail onto the canvas and take
+ // a copy of whatever that frame is showing, every layer. Copy, never
+ // reference - two cels sharing a layer object would edit each other and the
+ // reason would be invisible.
+ c.addEventListener('dragover', (ev) => { ev.preventDefault(); c.classList.add('drop'); });
+ c.addEventListener('dragleave', () => c.classList.remove('drop'));
+ c.addEventListener('drop', (ev) => {
+ ev.preventDefault();
+ c.classList.remove('drop');
+ const f = +ev.dataTransfer.getData('text/plain');
+ if (!Number.isFinite(f)) return;
+ const src = this.celAt(f);
+ if (!src || !src.length) { this.say(`f${f} has nothing to copy`); return; }
+ this.setCel(cloneCel(src));
+ this.sel = -1;
+ this.commit();
+ this.say(`seeded from f${f} — ${src.length} layers`);
+ });
+
+ window.addEventListener('keydown', (ev) => {
+ if (ev.target.tagName === 'INPUT' || ev.target.tagName === 'SELECT') return;
+ if (!this.focused) return;
+ if (ev.key === 'Escape' && this.draft) { this.draft = null; this.render(); ev.preventDefault(); }
+ else if (ev.key === 'Enter' && this.draft && this.draft.length >= 3) {
+ const pts = this.draft; this.draft = null; this.addLayer(pts); ev.preventDefault();
+ } else if (ev.key === 'Backspace' && this.draft) {
+ this.draft.pop(); if (!this.draft.length) this.draft = null;
+ this.render(); ev.preventDefault();
+ } else if ((ev.key === 'Delete' || ev.key === 'Backspace') && this.sel >= 0) {
+ this.mutate((cel) => cel.splice(this.sel, 1));
+ this.sel = -1; ev.preventDefault();
+ }
+ });
+
+ // The paint canvas takes the keyboard only while the pointer is over it, so
+ // the main window's frame stepping keeps working everywhere else.
+ c.addEventListener('mouseenter', () => { this.focused = true; });
+ c.addEventListener('mouseleave', () => { this.focused = false; });
+ }
+
+ say(msg) { if (this.info) this.info.textContent = msg; }
+
+ /* ---- drawing ---- */
+
+ render() {
+ const z = this.zoom, c = this.canvas;
+ this.backing(c, z); // the composited frame, cels included
+ const g = c.getContext('2d');
+
+ const cel = this.getCel();
+ g.lineWidth = 1;
+ cel.forEach((l, i) => {
+ if (l.pts.length < 2) return;
+ const on = i === this.sel;
+ // Unselected outlines stay faint: they are there so you can find a shape
+ // to click, not so you can read them.
+ g.strokeStyle = l.hidden ? '#f8717166' : (on ? '#fbbf24' : '#ffffff33');
+ g.beginPath();
+ l.pts.forEach((p, k) => (k ? g.lineTo(p.x * z, p.y * z) : g.moveTo(p.x * z, p.y * z)));
+ g.closePath(); g.stroke();
+ if (!on) return;
+ g.fillStyle = '#fbbf24';
+ for (const p of l.pts) g.fillRect(p.x * z - 2, p.y * z - 2, 5, 5);
+ });
+
+ if (this.draft) {
+ g.strokeStyle = '#4ade80';
+ g.beginPath();
+ this.draft.forEach((p, k) => (k ? g.lineTo(p.x * z, p.y * z) : g.moveTo(p.x * z, p.y * z)));
+ g.stroke();
+ g.fillStyle = '#4ade80';
+ for (const p of this.draft) g.fillRect(p.x * z - 2, p.y * z - 2, 5, 5);
+ // The closing target, so "click here to finish" is visible rather than
+ // something you have to know.
+ if (this.draft.length >= 3) {
+ g.strokeStyle = '#4ade80';
+ g.strokeRect(this.draft[0].x * z - 4, this.draft[0].y * z - 4, 9, 9);
+ }
+ }
+ this.renderList();
+ }
+
+ renderList() {
+ const cel = this.getCel();
+ this.list.innerHTML = '';
+ // Top of the list is the FRONT of the stack, the way a layers panel reads.
+ for (let i = cel.length - 1; i >= 0; i--) {
+ const l = cel[i];
+ const row = document.createElement('div');
+ row.className = 'lay' + (i === this.sel ? ' sel' : '');
+
+ const sw = document.createElement('select');
+ this.palette.forEach((p, k) => {
+ const o = document.createElement('option');
+ o.value = k; o.textContent = p.name;
+ sw.append(o);
+ });
+ sw.value = l.color;
+ sw.onchange = () => this.mutate((cc) => { cc[i].color = +sw.value; });
+
+ const chip = document.createElement('i');
+ chip.style.background = this.palette[l.color] ? this.palette[l.color].hex : '#f0f';
+
+ const nm = document.createElement('b');
+ nm.textContent = l.name;
+ nm.onclick = () => { this.sel = i; this.render(); };
+
+ const btn = (txt, title, fn) => {
+ const b = document.createElement('button');
+ b.textContent = txt; b.title = title;
+ b.onclick = (e) => { e.stopPropagation(); fn(); };
+ return b;
+ };
+
+ row.append(chip, sw, nm,
+ btn('↑', 'forward', () => this.move(i, i + 1)),
+ btn('↓', 'back', () => this.move(i, i - 1)),
+ btn(l.hidden ? '◻' : '◼', 'show/hide', () => this.mutate((cc) => { cc[i].hidden = !cc[i].hidden; })),
+ btn('✕', 'delete', () => { this.mutate((cc) => cc.splice(i, 1)); this.sel = -1; }));
+ row.onclick = () => { this.sel = i; this.render(); };
+ this.list.append(row);
+ }
+ if (!cel.length) {
+ const e = document.createElement('div');
+ e.className = 'legend';
+ e.textContent = 'no layers — draw with the pen, or drag a frame here to copy its drawing';
+ this.list.append(e);
+ }
+ }
+}
diff --git a/js/pipeline.js b/js/pipeline.js
index 2e1155c..85bfd30 100644
--- a/js/pipeline.js
+++ b/js/pipeline.js
@@ -2,7 +2,10 @@
// All policy lives here, never in the renderer. See docs/design.md,
// "The take is the contract".
-import { RIGID, LIPS_OUTER, LIPS_INNER, APERTURE, FACE_OVAL, EYE_INNER, subsampleSlots } from './landmarks.js';
+import { RIGID, LIPS_OUTER, LIPS_INNER, APERTURE, FACE_OVAL, EYE_INNER,
+ EYE_R_RING, EYE_L_RING, EYE_R_CORNERS, EYE_L_CORNERS,
+ EYE_R_LIDS, EYE_L_LIDS, IRIS_A, IRIS_B,
+ BROW_A_RING, BROW_B_RING, BROW_END_0, BROW_END_1, subsampleSlots } from './landmarks.js';
import { fitSimilarity, applySimAll, applySim, fitResidual, procrustesMean, smoothTransforms, movingAverage } from './mathutil.js';
// MediaPipe normalises x by image WIDTH and y by image HEIGHT, so its normalised
@@ -25,6 +28,13 @@ export function stabilize(dense, smoothRadius, aspect = 1) {
const raw = rigid.map((r) => fitSimilarity(r, ref));
const tfs = smoothTransforms(raw, smoothRadius);
+ // The refined mesh appends ten iris points to the 468 face points, but a
+ // plain mesh does not, and synthetic or hand-fed tracks need not. Checked
+ // rather than assumed: reading past the end would surface as NaN gaze deep
+ // downstream instead of as "this track carries no iris".
+ const hasIris = dense.every((f) => f && f.length > IRIS_B[IRIS_B.length - 1]);
+ const map = (table) => dense.map((f, i) => applySimAll(tfs[i], pick(f, table, aspect)));
+
return {
ref,
transforms: tfs,
@@ -43,9 +53,296 @@ export function stabilize(dense, smoothRadius, aspect = 1) {
const a = applySimAll(tfs[i], pick(f, APERTURE, aspect));
return Math.hypot(a[0].x - a[1].x, a[0].y - a[1].y);
}),
+ // Eyes. Lid rings are a feature and get traced like the mouth; corners and
+ // lid centres are the measurement frame; the iris blocks are raw until
+ // pairIrises decides which is which.
+ lidR: map(EYE_R_RING), lidL: map(EYE_L_RING),
+ cornersR: map(EYE_R_CORNERS), cornersL: map(EYE_L_CORNERS),
+ lidsR: map(EYE_R_LIDS), lidsL: map(EYE_L_LIDS),
+ irisA: hasIris ? map(IRIS_A) : null,
+ irisB: hasIris ? map(IRIS_B) : null,
+ browA: map(BROW_A_RING), browB: map(BROW_B_RING),
};
}
+/* ---------- brows ---------- */
+
+// Two correspondences resolved from geometry, for the same reason the iris
+// pairing is: a wrong guess here is survivable enough to escape notice.
+//
+// Which ring is which brow follows MediaPipe's left/right naming, which is the
+// naming that would have put the irises on the wrong eyes. Which END of a ring
+// is the OUTER one matters more: get it backwards and the tilt mirrors, so
+// inner-up "worried" renders as outer-up, which is a different expression
+// rather than a broken one. It would read as a directed performance choice and
+// never be questioned.
+//
+// Both are decided by voting across every frame against landmarks already known
+// to be rigid, so one bad detection cannot swing them.
+export function pairBrows(stab) {
+ const N = stab.browA.length;
+ const cen = (ring) => {
+ let x = 0;
+ for (const p of ring) x += p.x;
+ return x / ring.length;
+ };
+ let side = 0, ends = 0;
+ for (let f = 0; f < N; f++) {
+ const cR = mid(stab.cornersR[f][0], stab.cornersR[f][1]).x;
+ const cL = mid(stab.cornersL[f][0], stab.cornersL[f][1]).x;
+ side += Math.abs(cen(stab.browA[f]) - cR) < Math.abs(cen(stab.browA[f]) - cL) ? 1 : -1;
+
+ // EYE_R_CORNERS is [outer, inner], so this asks whether slot 0 of the ring
+ // sits nearer the eye's outer corner than its inner one.
+ const ring = side > 0 ? stab.browA[f] : stab.browB[f];
+ const co = side > 0 ? stab.cornersR[f] : stab.cornersL[f];
+ const s0 = ring[BROW_END_0[0]];
+ ends += Math.abs(s0.x - co[0].x) < Math.abs(s0.x - co[1].x) ? 1 : -1;
+ }
+ return {
+ right: side > 0 ? 'browA' : 'browB',
+ left: side > 0 ? 'browB' : 'browA',
+ outerAtSlot0: ends > 0,
+ };
+}
+
+// Brow height above its own eye, at each end, in eye widths.
+//
+// Measured against the eye's CORNER MIDPOINT, not the lid: the corners are
+// rigid, so a blink cannot read as a brow raise. That is the same trap the gaze
+// origin has and it is worth avoiding twice - brows and lids move together
+// constantly, and a brow that jumped on every blink would look like a tic.
+//
+// Two ends rather than one height, because raise and tilt are different
+// expressions built from the same measurement: both ends up is surprise, inner
+// up alone is worry, inner down is anger. One number could not tell them apart.
+export function browSignals(stab) {
+ const N = stab.browA.length;
+ const pairing = pairBrows(stab);
+ const endOuter = pairing.outerAtSlot0 ? BROW_END_0 : BROW_END_1;
+ const endInner = pairing.outerAtSlot0 ? BROW_END_1 : BROW_END_0;
+ const out = { R: [], L: [], pairing };
+
+ for (let f = 0; f < N; f++) {
+ for (const [side, corners] of [['R', stab.cornersR], ['L', stab.cornersL]]) {
+ const ring = stab[pairing[side === 'R' ? 'right' : 'left']][f];
+ const c = mid(corners[f][0], corners[f][1]);
+ const w = dist(corners[f][0], corners[f][1]);
+ const at = (pair) => (ring[pair[0]].y + ring[pair[1]].y) / 2;
+ // y grows downward, so a brow ABOVE the eye gives a positive raise.
+ out[side].push({ x: (c.y - at(endOuter)) / w, y: (c.y - at(endInner)) / w });
+ }
+ }
+ return out;
+}
+
+/* ---------- eyes ---------- */
+
+const mid = (a, b) => ({ x: (a.x + b.x) / 2, y: (a.y + b.y) / 2 });
+const dist = (a, b) => Math.hypot(a.x - b.x, a.y - b.y);
+
+// Which iris block belongs to which eye is RESOLVED FROM THE DATA, not declared
+// in a table.
+//
+// The naming in MediaPipe's own material is viewer-relative in some places and
+// subject-relative in others, and the two blocks are otherwise
+// indistinguishable. Getting it backwards swaps the irises, which looks almost
+// right - each eye still has a disc in roughly the right place - so it survives
+// a casual eyeball and then reads as a subtly wall-eyed character for the rest
+// of the project. Proximity to the eye's corner midpoint settles it in one
+// comparison, is impossible to get wrong, and keeps working if the model is
+// ever renumbered.
+//
+// Voted across every frame rather than read off frame zero: one bad detection
+// should not decide the whole shot.
+export function pairIrises(stab) {
+ if (!stab.irisA) return null;
+ let votes = 0;
+ for (let f = 0; f < stab.irisA.length; f++) {
+ const cR = mid(stab.cornersR[f][0], stab.cornersR[f][1]);
+ votes += dist(stab.irisA[f][0], cR) < dist(stab.irisB[f][0], cR) ? 1 : -1;
+ }
+ return votes > 0 ? { right: 'irisA', left: 'irisB' }
+ : { right: 'irisB', left: 'irisA' };
+}
+
+// Per-frame eye measurements, in units of eye width. Measurement only - every
+// threshold and every stylisation is applied by the callers.
+//
+// Everything here stays in HEAD-LOCAL space, which is the same space the mouth
+// lives in and the same space the registered photo underlay is drawn in. An
+// earlier version pinned each eye into a fixed socket fitted to its corners'
+// mean over the shot. That does remove the wobble, but it removes too much: the
+// residual from out-of-plane rotation is real motion of the eye relative to the
+// head, it is still there in the footage, and pinning it away leaves the drawn
+// eyes hanging still over a photo whose eyes are moving. The eye has to track
+// the face exactly as the mouth does.
+//
+// The wobble the socket was aimed at is dealt with the way docs/design.md deals
+// with it everywhere else - the bounded contour average, the same knob and the
+// same radius the mouth uses - and by placing the iris in the frame of the
+// ALREADY-SMOOTHED lid ring, so the iris cannot jitter independently of the eye
+// it sits in. See buildEyes in app.js.
+export function eyeSignals(stab) {
+ const N = stab.transforms.length;
+ const pairing = pairIrises(stab);
+ const openR = [], openL = [], gazeRaw = [], gazeR = [], gazeL = [];
+
+ for (let f = 0; f < N; f++) {
+ const cR = mid(stab.cornersR[f][0], stab.cornersR[f][1]);
+ const cL = mid(stab.cornersL[f][0], stab.cornersL[f][1]);
+ const wR = dist(stab.cornersR[f][0], stab.cornersR[f][1]);
+ const wL = dist(stab.cornersL[f][0], stab.cornersL[f][1]);
+
+ // Openness is the lid gap over the CORNER distance. Normalising by the
+ // corners rather than by anything derived from the lids keeps the
+ // denominator rigid, so the ratio measures the lid and nothing else, and
+ // one threshold carries across takes, faces and framings.
+ openR.push(dist(stab.lidsR[f][0], stab.lidsR[f][1]) / wR);
+ openL.push(dist(stab.lidsL[f][0], stab.lidsL[f][1]) / wL);
+
+ if (!pairing) {
+ gazeRaw.push({ x: 0, y: 0 }); gazeR.push({ x: 0, y: 0 }); gazeL.push({ x: 0, y: 0 });
+ continue;
+ }
+ const iR = stab[pairing.right][f][0], iL = stab[pairing.left][f][0];
+ // Gaze is the iris centre relative to the CORNER MIDPOINT, in eye widths -
+ // a pure offset WITHIN the eye, with the eye's own position divided out, so
+ // that quantising it quantises the glance and not the head motion carrying
+ // it.
+ //
+ // Measuring against the lid ring's centroid instead would track the lid:
+ // every blink pulls that centroid down and would fake a glance at the
+ // floor, on precisely the frames where the eye is most conspicuous. The
+ // corners are in RIGID, so this origin and this denominator are both immune
+ // to the performance they are measuring.
+ const gR = { x: (iR.x - cR.x) / wR, y: (iR.y - cR.y) / wR };
+ const gL = { x: (iL.x - cL.x) / wL, y: (iL.y - cL.y) / wL };
+
+ // ONE gaze for both eyes, and deliberately so. At 320x200 an iris is a
+ // handful of pixels and its centre comes from five landmarks on an eye
+ // twenty pixels wide, so the difference between the two measurements is
+ // noise, not vergence - and independent per-eye noise reads as wall-eyed
+ // immediately, which is the most expensive artefact on a face. Openness
+ // stays per-eye, because a wink is real performance and should survive.
+ gazeRaw.push({ x: (gR.x + gL.x) / 2, y: (gR.y + gL.y) / 2 });
+ // Kept separately purely as a diagnostic. The two eyes should agree; when
+ // they disagree in a sustained way rather than frame to frame, that is not
+ // noise but out-of-plane head rotation biasing the projected iris offset,
+ // and no 2D measurement can undo it.
+ gazeR.push(gR); gazeL.push(gL);
+ }
+ return { openR, openL, gazeRaw, gazeR, gazeL, hasIris: !!pairing };
+}
+
+// Where "not looking anywhere in particular" sits on THIS face. Everything the
+// character does is measured as a departure from it, so getting it wrong does
+// not bias the gaze slightly - it re-points the whole performance.
+//
+// `median` is the default and the safe one: the middle of the take, per axis.
+// docs/design.md already gives this rule for the anchor fit - the reference is
+// the MEAN configuration over the shot, not one frame - and gaze needs it for
+// the same reason. The median rather than the mean because a couple of frames
+// of hard glance should not drag the rest-point after them.
+//
+// `neutral` reads the origin off the take's neutral frame instead, which is
+// only correct when there genuinely is a held neutral to read. That frame is
+// chosen by MINIMUM MOUTH APERTURE, and a closed mouth says nothing whatever
+// about where the eyes are pointed - so on footage with no deliberate neutral
+// at the top it is an arbitrary frame, and whichever way the performer happened
+// to glance on it becomes "straight ahead" for the entire shot. It is kept
+// because it is right when the take was shot for this tool, and because being
+// able to switch is how you find out that it was not.
+export function gazeOrigin(gazeRaw, mode = 'median', neutral = 0, radius = 2) {
+ if (mode === 'neutral') {
+ let sx = 0, sy = 0, n = 0;
+ // A window, not a single frame: one frame of a five-landmark iris centre is
+ // worth about a pixel of noise, and that pixel would become a permanent
+ // squint in the output.
+ for (let f = neutral - radius; f <= neutral + radius; f++) {
+ const k = Math.min(gazeRaw.length - 1, Math.max(0, f));
+ sx += gazeRaw[k].x; sy += gazeRaw[k].y; n++;
+ }
+ return { x: sx / n, y: sy / n };
+ }
+ const mid1 = (vals) => {
+ const v = vals.slice().sort((a, b) => a - b);
+ return v.length % 2 ? v[(v.length - 1) / 2]
+ : (v[v.length / 2 - 1] + v[v.length / 2]) / 2;
+ };
+ return { x: mid1(gazeRaw.map((g) => g.x)), y: mid1(gazeRaw.map((g) => g.y)) };
+}
+
+// Snap a two-channel track onto a grid, then require a new cell to hold before
+// it takes. Gaze uses it for (x, y); brows use it for (outer raise, inner raise),
+// where sharing the dwell is the point - a brow whose inner end arrived a frame
+// before its outer end would crawl instead of snapping.
+//
+// This is the "Primitive - quantised" row of the part table in docs/design.md,
+// and it is not a stylisation imposed on the truth: real eyes move in saccades,
+// holding a fixation and then jumping. The smooth drift left in the measurement
+// is tracker noise plus head-compensation error, so snapping to a grid and
+// requiring a dwell removes the noise and recovers the saccade in the same
+// operation - the rare case where the aesthetic rule and the physiology agree.
+//
+// The dwell is what stops a gaze parked on a cell boundary from chattering
+// between two cells forever. It is meaningless without a grid, because
+// continuous values never repeat, so step 0 short-circuits both.
+export function quantizeSnap(track, step, dwell) {
+ if (!(step > 0)) return track.map((g) => ({ x: g.x, y: g.y }));
+ const q = track.map((g) => ({
+ x: Math.round(g.x / step) * step,
+ y: Math.round(g.y / step) * step,
+ }));
+ if (dwell <= 0 || !q.length) return q;
+
+ const out = [];
+ let live = q[0], pend = q[0], run = 0;
+ for (const g of q) {
+ if (g.x === pend.x && g.y === pend.y) run++;
+ else { pend = g; run = 1; }
+ if (run > dwell && (pend.x !== live.x || pend.y !== live.y)) live = pend;
+ out.push(live);
+ }
+ return out;
+}
+
+// Resolve openness into a shut/open decision per frame.
+//
+// `dwell` is the same guard the teeth get: a lid hovering at the threshold must
+// commit before the state changes, so it cannot flicker.
+//
+// `hold` is the one that is NOT like the teeth, and it is the whole reason
+// blinks are worth special-casing. A blink is 100-150ms, which at 12fps is one
+// frame and at 24fps is two or three - and a single frame of closed eye reads
+// as a dropped frame, not as a blink. Animators draw a blink over two or three
+// drawings for exactly that reason. So once the eye shuts it stays shut for
+// `hold` frames, which turns an unreadable flicker into a beat.
+//
+// The hysteresis runs the other way from the teeth: shutting needs a clear
+// signal, and once shut the eye is given the benefit of the doubt on reopening,
+// because the lid landmarks are least reliable mid-blink.
+export function resolveBlink(open, { cut, dwell, hold }) {
+ const N = open.length;
+ const shut = new Array(N).fill(false);
+ let live = false; // current state
+ let run = 0; // frames the opposing reading has persisted
+ let held = 0; // frames spent in the current state
+ for (let f = 0; f < N; f++) {
+ const reading = live ? open[f] < cut * 1.35 : open[f] < cut;
+ if (reading === live) run = 0;
+ else {
+ run++;
+ // Leaving a blink additionally requires the blink to have been on screen
+ // long enough to be legible; entering one never waits.
+ if (run > dwell && (!live || held >= hold)) { live = reading; held = 0; run = 0; }
+ }
+ held++;
+ shut[f] = live;
+ }
+ return shut;
+}
+
// Stage 4: fixed-index subsample of a stabilised ring, then map from normalised
// face space into character raster space.
export function toRasterRing(stabRing, ringTable, n, xform) {
@@ -178,6 +475,24 @@ export function heldFrame(kept, f) {
return hit;
}
+// Hold every output frame back onto an exposure grid: 1 = on 1s, 2 = on 2s, and
+// so on. Frame 5 at exposure 2 reads the pose from frame 4.
+//
+// This is where "aesthetic sparseness" belongs. docs/design.md used to put it at
+// the extraction rate - pick 12fps and the timing is already chosen - but that
+// makes the timing a property of a directory of PNGs, so auditioning 12 against
+// 24 means re-ripping the clip and re-running detection over all of it. Rip
+// dense once and quantise here instead: the dense track stays at the camera's
+// rate, the decision stays reversible, and the audio clock is untouched, so
+// sync cannot drift while you try timings.
+//
+// Floor, never round. Rounding would let an output frame read a pose from the
+// FUTURE, which is a lead - a separate control, applied after this one, for a
+// separate reason.
+export function exposeIndex(f, exposure) {
+ return exposure > 1 ? Math.floor(f / exposure) * exposure : f;
+}
+
// Shift a performance track against the clock, clamped at the ends.
//
// Pure and exported so the shift can actually be asserted: "the slider feels
diff --git a/js/raster.js b/js/raster.js
index 477e63f..987fbe8 100644
--- a/js/raster.js
+++ b/js/raster.js
@@ -46,14 +46,47 @@ export class IndexedRaster {
}
}
- fillDisc(cx, cy, r, index) {
+ // `over` is an optional stencil: when given, only pixels that currently hold
+ // that index are written. The indexed buffer is its own clip mask, which is
+ // how Animator Pro would do it - and it is what keeps the iris inside the
+ // eye. A disc clipped by the sclera cannot spill past the lid at any gaze or
+ // any radius, including mid-blink when the opening is a two-pixel sliver, so
+ // the lid crops the iris for free instead of the gaze range needing a
+ // clamp that would flatten the performance at the extremes.
+ fillDisc(cx, cy, r, index, over = null) {
const rr = r * r;
const y0 = Math.max(0, Math.floor(cy - r)), y1 = Math.min(this.h - 1, Math.ceil(cy + r));
const x0 = Math.max(0, Math.floor(cx - r)), x1 = Math.min(this.w - 1, Math.ceil(cx + r));
for (let y = y0; y <= y1; y++) {
for (let x = x0; x <= x1; x++) {
const dx = x + 0.5 - cx, dy = y + 0.5 - cy;
- if (dx * dx + dy * dy <= rr) this.buf[y * this.w + x] = index;
+ if (dx * dx + dy * dy > rr) continue;
+ const o = y * this.w + x;
+ if (over === null || this.buf[o] === over) this.buf[o] = index;
+ }
+ }
+ }
+
+ // An exactly size x size block of pixels, snapped to the pixel grid, with the
+ // same optional stencil as fillDisc.
+ //
+ // The pupil is a SQUARE because at 320x200 it is three pixels across, and a
+ // circle of radius 1.5 is not a circle - it is a plus sign with the corners
+ // gnawed off, and it changes shape as it moves. A square that size is a
+ // deliberate mark that stays the same mark wherever it lands, which is the
+ // whole argument for flat shapes at this resolution.
+ //
+ // The top-left is rounded rather than the centre, so the block is size x size
+ // on every frame. Round the extents instead and a fractional centre gives you
+ // three pixels on one frame and four on the next, which reads as the pupil
+ // breathing.
+ fillRect(cx, cy, size, index, over = null) {
+ if (size < 1) return;
+ const x0 = Math.round(cx - size / 2), y0 = Math.round(cy - size / 2);
+ for (let y = Math.max(0, y0); y < Math.min(this.h, y0 + size); y++) {
+ for (let x = Math.max(0, x0); x < Math.min(this.w, x0 + size); x++) {
+ const o = y * this.w + x;
+ if (over === null || this.buf[o] === over) this.buf[o] = index;
}
}
}
diff --git a/js/selftest.js b/js/selftest.js
index 026c476..3ddf456 100644
--- a/js/selftest.js
+++ b/js/selftest.js
@@ -7,9 +7,14 @@
// as blocks meeting at corners. It is invisible at some vertex counts and obvious
// at others, so it needs an assertion rather than an eyeball.
-import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID, subsampleSlots, subsampleRing } from './landmarks.js';
-import { fitSimilarity, applySim, procrustesMean, smoothTransforms } from './mathutil.js';
-import { stabilize, toRasterRing, selectKeys, activeKey, shiftIndex } from './pipeline.js';
+import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID, subsampleSlots, subsampleRing,
+ EYE_R_RING, EYE_L_RING, EYE_R_CORNERS, EYE_L_CORNERS,
+ EYE_R_LIDS, EYE_L_LIDS, BROW_A_RING, BROW_B_RING,
+ BROW_END_0, BROW_END_1 } from './landmarks.js';
+import { fitSimilarity, applySim, procrustesMean, smoothTransforms, offsetRing } from './mathutil.js';
+import { stabilize, toRasterRing, smoothContours, selectKeys, activeKey, shiftIndex,
+ exposeIndex, eyeSignals, pairIrises, gazeOrigin, quantizeSnap, resolveBlink,
+ browSignals, pairBrows } from './pipeline.js';
import { IndexedRaster, hexToRgb } from './raster.js';
import { writeTake } from './take.js';
import { otsuForTest, scaleRing } from './interior.js';
@@ -206,6 +211,25 @@ export function run() {
ok('activeKey holds between keys',
activeKey(sel.keys, sel.keys[1].f - 1).f === sel.keys[0].f);
+ // exposure: rip dense, choose the timing here. On 2s every odd frame must
+ // reuse the even frame's pose, and the grid must never read from the future -
+ // that direction is the lead, which is a different control for a reason.
+ ok('exposure 1 is identity', [0, 1, 7, 71].every((f) => exposeIndex(f, 1) === f));
+ ok('on 2s holds each pose for two frames',
+ [0, 1, 2, 3, 4, 5].map((f) => exposeIndex(f, 2)).join(',') === '0,0,2,2,4,4');
+ ok('on 3s holds each pose for three frames',
+ [0, 1, 2, 3, 4, 5, 6].map((f) => exposeIndex(f, 3)).join(',') === '0,0,0,3,3,3,6');
+ ok('exposure never reads a pose from the future',
+ [0, 1, 2, 3, 4, 5, 6, 7].every((f) => exposeIndex(f, 3) <= f));
+ {
+ // Exposure then lead, in that order: the picture must change on the grid
+ // beats and carry a pose shifted by whole frames of the original track.
+ const N = 72, at = (f) => shiftIndex(exposeIndex(f, 2), 1, N);
+ ok('exposure and lead compose without moving the beats',
+ at(0) === 1 && at(1) === 1 && at(2) === 3 && at(3) === 3,
+ [0, 1, 2, 3].map(at).join(','));
+ }
+
// mouth lead: a shift that "feels like it does nothing" is indistinguishable
// from one that does nothing, so assert the arithmetic directly.
ok('lead 0 is identity', [0, 5, 71].every((f) => shiftIndex(f, 0, 72) === f));
@@ -288,6 +312,333 @@ export function run() {
(tt.mBright - tt.mDark) / 255 > 0.4, `sep ${((tt.mBright - tt.mDark) / 255).toFixed(4)}`);
}
+ /* ---- eyes ---- */
+
+ ok('eye rings have 16 distinct ids each',
+ new Set(EYE_R_RING).size === 16 && new Set(EYE_L_RING).size === 16);
+ ok('the two eye rings share no landmark',
+ !EYE_R_RING.some((i) => EYE_L_RING.includes(i)));
+
+ // The cardinal contract, asserted rather than trusted: on a 16-slot ring the
+ // quarter slots must be the four anatomical cardinals, which is what makes
+ // every even vertex budget land on real landmarks instead of between them.
+ ok('eye ring slot 0/4/8/12 are outer, upper, inner, lower',
+ EYE_R_RING[0] === EYE_R_CORNERS[0] && EYE_R_RING[8] === EYE_R_CORNERS[1] &&
+ EYE_R_RING[4] === EYE_R_LIDS[0] && EYE_R_RING[12] === EYE_R_LIDS[1] &&
+ EYE_L_RING[0] === EYE_L_CORNERS[0] && EYE_L_RING[8] === EYE_L_CORNERS[1] &&
+ EYE_L_RING[4] === EYE_L_LIDS[0] && EYE_L_RING[12] === EYE_L_LIDS[1]);
+
+ // The gaze origin and denominator are built from the eye corners, so if a
+ // corner were not rigid a blink could move it and fake a glance.
+ ok('every eye corner is a rigid landmark',
+ [...EYE_R_CORNERS, ...EYE_L_CORNERS].every((i) => RIGID.includes(i)));
+
+ // Same simplicity requirement as the lips, and for the same reason: a cut
+ // part with a self-intersecting ring renders as blocks meeting at corners.
+ // Checked on blink frames too, where the ring is nearly degenerate.
+ for (const [label, table] of [['right', EYE_R_RING], ['left', EYE_L_RING]]) {
+ let worst = null;
+ for (let n = 4; n <= 12 && !worst; n += 2) {
+ const slots = subsampleSlots(table.length, n);
+ for (let f = 0; f < dense.length; f++) {
+ const hits = ringSelfIntersections(slots.map((sl) => dense[f][table[sl]]));
+ if (hits.length) { worst = `verts=${n} frame=${f} edges ${JSON.stringify(hits[0])}`; break; }
+ }
+ }
+ ok(`${label} eye ring is simple at every vertex budget`, !worst, worst || '');
+ }
+
+ // offsetRing must grow by a FIXED amount and survive a degenerate ring - the
+ // shut eyelid is exactly the degenerate case, and it is the frame where the
+ // lash line is the entire drawing.
+ {
+ const sq = [{ x: -1, y: 0 }, { x: 0, y: -1 }, { x: 1, y: 0 }, { x: 0, y: 1 }];
+ const g = offsetRing(sq, 2);
+ ok('offsetRing pushes every vertex out by exactly d',
+ g.every((p, i) => Math.abs(Math.hypot(p.x, p.y) - (Math.hypot(sq[i].x, sq[i].y) + 2)) < 1e-9));
+ ok('offsetRing(0) is identity', offsetRing(sq, 0) === sq);
+ // A shut lid: a flat sliver. The offset must still open it into a band.
+ const shutLid = [{ x: -10, y: 0 }, { x: 0, y: -0.02 }, { x: 10, y: 0 }, { x: 0, y: 0.02 }];
+ const band = offsetRing(shutLid, 1.5);
+ const h = Math.max(...band.map((p) => p.y)) - Math.min(...band.map((p) => p.y));
+ ok('offsetRing gives a shut lid a visible lash band', h > 2.9, `height ${h.toFixed(3)}`);
+ ok('offsetRing keeps the shut lid simple', ringSelfIntersections(band).length === 0);
+ }
+
+ {
+ const stE = stabilize(dense, 2);
+ const sig = eyeSignals(stE);
+ ok('synthetic track carries iris landmarks', sig.hasIris);
+
+ // THE load-bearing eye assertion. The pairing is resolved from geometry
+ // rather than declared, so the test feeds a track built the OTHER way round
+ // and demands the resolver follow the data. A resolver only ever checked
+ // against the convention it was written for is checking nothing.
+ const pairA = pairIrises(stE);
+ const pairB = pairIrises(stabilize(synthDense(72, { swapIris: true }), 2));
+ ok('iris pairing is resolved from the data, not assumed',
+ pairA.right === 'irisA' && pairB.right === 'irisB',
+ `normal ${pairA.right}, swapped ${pairB.right}`);
+
+ // The eye must TRACK the face, not sit in a fixed socket. An earlier
+ // version pinned each eye to its corners' mean over the shot, which does
+ // kill the wobble but leaves the drawn eyes hanging still over a registered
+ // photo whose eyes are moving. Head-local is the same space the mouth and
+ // the underlay live in, so the eye moves with the head exactly as they do.
+ {
+ const spread = (arr, sel) => {
+ const v = arr.map(sel);
+ return Math.max(...v) - Math.min(...v);
+ };
+ const w = Math.hypot(stE.cornersR[0][0].x - stE.cornersR[0][1].x,
+ stE.cornersR[0][0].y - stE.cornersR[0][1].y);
+ const moves = Math.max(spread(stE.lidR, (r) => r[0].x), spread(stE.lidR, (r) => r[0].y));
+ ok('the eye stays in head-local space and tracks the face', moves / w > 0.02,
+ `corner travels ${(moves / w * 100).toFixed(1)}% of an eye width`);
+
+ // Subsampling a 16-slot ring to any even budget must keep the two corners
+ // at output indices 0 and n/2. That is what lets the socket be read back
+ // off the drawn polygon instead of measured separately, which is what
+ // stops the iris drifting relative to the eye it sits in.
+ let bad = null;
+ for (let n = 4; n <= 12; n += 2) {
+ const sl = subsampleSlots(16, n);
+ if (sl[0] !== 0 || sl[n / 2] !== 8) bad = `n=${n} -> ${sl.join(',')}`;
+ }
+ ok('the drawn lid ring carries its own corners at 0 and n/2', !bad, bad || '');
+
+ // The contour average is what removes the jitter, and it is the mouth's
+ // knob doing the mouth's job - no second mechanism for the eyes.
+ const ring = (rad) => smoothContours(
+ stE.lidR.map((r) => toRasterRing(r, EYE_R_RING, 8, (p) => ({ x: p.x * 600, y: p.y * 600 }))), rad);
+ const jitter = (rings) => {
+ let acc = 0;
+ for (let f = 1; f < rings.length; f++) {
+ const a = rings[f], b = rings[f - 1];
+ acc += Math.hypot((a[0].x + a[4].x) / 2 - (b[0].x + b[4].x) / 2,
+ (a[0].y + a[4].y) / 2 - (b[0].y + b[4].y) / 2);
+ }
+ return acc / (rings.length - 1);
+ };
+ ok('contour averaging steadies the eye without pinning it',
+ jitter(ring(1)) < jitter(ring(0)) * 0.8,
+ `${jitter(ring(0)).toFixed(3)} -> ${jitter(ring(1)).toFixed(3)} px/frame`);
+ }
+
+ // Blink: synth shuts the lids for exactly one frame every 19.
+ const lo = Math.min(...sig.openR), hi = Math.max(...sig.openR);
+ ok('openness collapses on a blink and not otherwise', lo < hi * 0.2,
+ `${lo.toFixed(3)} .. ${hi.toFixed(3)}`);
+
+ const shut = resolveBlink(sig.openR, { cut: hi * 0.3, dwell: 0, hold: 3 });
+ const runs = [];
+ for (let f = 0; f < shut.length; f++) if (shut[f] && !shut[f - 1]) runs.push(f);
+ const lens = runs.map((a) => { let n = 0; while (shut[a + n]) n++; return n; });
+ ok('blinks are found', runs.length >= 3, `${runs.length} runs at ${runs.join(',')}`);
+ // The knob that is not like the teeth: a one-frame blink reads as a dropped
+ // frame, so `hold` must stretch it into something legible.
+ ok('a one-frame blink is held to the minimum length',
+ lens.every((n) => n >= 3), `run lengths ${lens.join(',')}`);
+ ok('a shorter hold leaves the blink shorter',
+ resolveBlink(sig.openR, { cut: hi * 0.3, dwell: 0, hold: 1 }).filter(Boolean).length <
+ shut.filter(Boolean).length);
+
+ // Gaze, against ground truth: synth commands +0.16 eye widths at f12 and
+ // -0.16 at f23, holding each for eleven frames.
+ const org = gazeOrigin(sig.gazeRaw, 'neutral', 0);
+ const gx = (f) => (sig.gazeRaw[f].x - org.x);
+ ok('gaze recovers the commanded direction',
+ gx(12) > 0.12 && gx(12) < 0.20 && gx(23) < -0.12 && gx(23) > -0.20,
+ `f12 ${gx(12).toFixed(3)}, f23 ${gx(23).toFixed(3)}`);
+
+ // Measuring gaze against the lid centroid instead of the corner midpoint
+ // would drag the iris down on every blink and fake a glance at the floor,
+ // on exactly the frames where the eye is most conspicuous.
+ const gy = (f) => (sig.gazeRaw[f].y - org.y);
+ ok('a blink does not fake a change of gaze',
+ Math.abs(gy(19) - gy(18)) < 0.02, `f18 ${gy(18).toFixed(4)} -> f19 ${gy(19).toFixed(4)}`);
+
+ // Quantisation is what turns drift into saccades: four commanded
+ // fixations must come back as a handful of cells, not one per frame.
+ // The origin re-points the whole performance, so a wrong one does not bias
+ // the gaze slightly - it makes the character look the other way. The median
+ // must sit inside the range it summarises; the neutral-frame origin need
+ // not, which is exactly the failure mode it has on footage with no
+ // deliberate neutral at the top.
+ {
+ const med = gazeOrigin(sig.gazeRaw, 'median');
+ const xs = sig.gazeRaw.map((g) => g.x);
+ ok('the median origin lies inside the take\'s own gaze range',
+ med.x > Math.min(...xs) && med.x < Math.max(...xs),
+ `${med.x.toFixed(3)} in ${Math.min(...xs).toFixed(3)}..${Math.max(...xs).toFixed(3)}`);
+ // Synth looks left as much as right, so the rest point is near zero.
+ ok('the median origin finds the rest point, not a glance',
+ Math.abs(med.x) < 0.08, `median x ${med.x.toFixed(3)}`);
+ ok('the two origins actually differ, so the toggle is a real A/B',
+ Math.abs(med.x - gazeOrigin(sig.gazeRaw, 'neutral', 12).x) > 0.02);
+ }
+
+ const px = sig.gazeRaw.map((g) => ({ x: (g.x - org.x) * 30, y: (g.y - org.y) * 30 }));
+ const cells = (a) => new Set(a.map((g) => `${g.x},${g.y}`)).size;
+ ok('quantisation collapses drift into a few fixations',
+ cells(quantizeSnap(px, 2, 2)) <= 6 && cells(px) > 40,
+ `${cells(px)} raw -> ${cells(quantizeSnap(px, 2, 2))} cells`);
+ ok('gaze step 0 leaves the track untouched',
+ quantizeSnap(px, 0, 2).every((g, i) => g.x === px[i].x && g.y === px[i].y));
+ ok('quantised values land on the grid',
+ quantizeSnap(px, 2, 0).every((g) => Math.abs(g.x % 2) < 1e-9 && Math.abs(g.y % 2) < 1e-9));
+ // A one-frame excursion is noise; the dwell must swallow it.
+ {
+ const spike = [{ x: 0, y: 0 }, { x: 0, y: 0 }, { x: 4, y: 0 }, { x: 0, y: 0 }, { x: 0, y: 0 }];
+ ok('the dwell suppresses a one-frame gaze spike',
+ quantizeSnap(spike, 2, 1).every((g) => g.x === 0));
+ ok('a sustained move still gets through',
+ quantizeSnap([...spike, { x: 4, y: 0 }, { x: 4, y: 0 }, { x: 4, y: 0 }], 2, 1).pop().x === 4);
+ }
+ }
+
+ /* ---- brows ---- */
+
+ ok('brow rings have 10 distinct ids each',
+ new Set(BROW_A_RING).size === 10 && new Set(BROW_B_RING).size === 10);
+ ok('the brow rings share no landmark with each other, RIGID, or the lids',
+ !BROW_A_RING.some((i) => BROW_B_RING.includes(i)) &&
+ ![...BROW_A_RING, ...BROW_B_RING].some((i) =>
+ RIGID.includes(i) || EYE_R_RING.includes(i) || EYE_L_RING.includes(i)),
+ 'a brow in RIGID would bleed expression into the stabilisation');
+
+ {
+ let bad = null;
+ for (const [label, table] of [['A', BROW_A_RING], ['B', BROW_B_RING]]) {
+ for (let n = 4; n <= 10 && !bad; n += 2) {
+ const slots = subsampleSlots(table.length, n);
+ for (let f = 0; f < dense.length; f++) {
+ if (ringSelfIntersections(slots.map((sl) => dense[f][table[sl]])).length) {
+ bad = `${label} verts=${n} frame=${f}`; break;
+ }
+ }
+ }
+ }
+ ok('brow rings are simple at every vertex budget', !bad, bad || '');
+ }
+
+ {
+ const stB = stabilize(dense, 2);
+ const pr = pairBrows(stB);
+ ok('brow-to-eye pairing is resolved from geometry',
+ pr.right === 'browA' && pr.left === 'browB', JSON.stringify(pr));
+ // Getting this backwards mirrors the tilt, so inner-up "worried" renders as
+ // outer-up. That is a different expression, not a broken one, which is
+ // exactly why it needs an assertion rather than an eyeball.
+ ok('the outer end of the brow ring is resolved from geometry', pr.outerAtSlot0 === true);
+
+ // Both ends land on fixed slots whichever edge of the brow is on top, which
+ // is what lets the upper/lower ambiguity go unresolved without consequence.
+ ok('brow end slots are disjoint and cover both ends',
+ !BROW_END_0.some((i) => BROW_END_1.includes(i)) &&
+ BROW_END_0.length === 2 && BROW_END_1.length === 2);
+
+ // Ground truth: synth commands rest, surprise, worry and anger as heights
+ // above the eye centre in eye widths, holding each for thirteen frames.
+ const b = browSignals(stB);
+ const at = (f) => [b.R[f].x, b.R[f].y];
+ const near = (v, want) => Math.abs(v - want) < 0.02;
+ ok('brow raise recovers the commanded rest pose', near(at(0)[0], 0.30) && near(at(0)[1], 0.30),
+ at(0).map((v) => v.toFixed(3)).join(', '));
+ ok('brow raise recovers surprise - both ends up',
+ near(at(14)[0], 0.46) && near(at(14)[1], 0.46), at(14).map((v) => v.toFixed(3)).join(', '));
+ ok('brow raise recovers worry - inner end only',
+ near(at(27)[0], 0.30) && near(at(27)[1], 0.44), at(27).map((v) => v.toFixed(3)).join(', '));
+ ok('brow raise recovers anger - inner end down',
+ near(at(40)[0], 0.30) && near(at(40)[1], 0.18), at(40).map((v) => v.toFixed(3)).join(', '));
+
+ // Tilt must be a signed quantity that separates worry from anger. If the
+ // outer/inner resolution were mirrored these two would swap.
+ ok('tilt separates worry from anger by sign',
+ (at(27)[1] - at(27)[0]) > 0.08 && (at(40)[1] - at(40)[0]) < -0.08,
+ `worry ${(at(27)[1] - at(27)[0]).toFixed(3)}, anger ${(at(40)[1] - at(40)[0]).toFixed(3)}`);
+
+ // A blink must not read as a brow raise: the raise is measured against the
+ // eye's rigid corners, not its lid, which is the same trap the gaze origin
+ // has and worth avoiding twice.
+ const dR = Math.abs(b.R[19].x - b.R[18].x);
+ ok('a blink does not fake a brow raise', dR < 0.01, `f18 -> f19 delta ${dR.toFixed(4)}`);
+
+ // Quantisation: four sustained poses must come back as a handful of levels.
+ const rest = gazeOrigin(b.R, 'median');
+ const px = b.R.map((g) => ({ x: (g.x - rest.x) * 60, y: (g.y - rest.y) * 60 }));
+ const cells = (a) => new Set(a.map((g) => `${g.x},${g.y}`)).size;
+ ok('brow quantisation collapses drift into a few poses',
+ cells(quantizeSnap(px, 2, 2)) <= 6 && cells(px) > 20,
+ `${cells(px)} raw -> ${cells(quantizeSnap(px, 2, 2))} poses`);
+ // The dwell is SHARED across both channels, and that is the whole reason
+ // brows reuse the gaze quantiser rather than running two independent ones.
+ // Here the outer end moves one frame before the inner: with a shared dwell
+ // the half-raised pose (2,0) is transient and never commits, so the brow
+ // snaps once. Two independent dwells would emit it and the brow would crawl
+ // into position over two frames instead of hitting it.
+ {
+ const staggered = [
+ { x: 0, y: 0 }, { x: 0, y: 0 }, { x: 2, y: 0 },
+ { x: 2, y: 2 }, { x: 2, y: 2 }, { x: 2, y: 2 },
+ ];
+ const out = quantizeSnap(staggered, 2, 1);
+ ok('a shared dwell never emits a half-raised brow',
+ !out.some((g) => g.x === 2 && g.y === 0),
+ out.map((g) => `${g.x},${g.y}`).join(' '));
+ }
+ }
+
+ // The iris is stencilled by the sclera and the pupil by the iris, which is
+ // what keeps both inside the lid at any gaze without clamping the gaze itself.
+ {
+ const rr = new IndexedRaster(40, 40);
+ rr.clear(0);
+ rr.fillPoly([{ x: 10, y: 10 }, { x: 30, y: 10 }, { x: 30, y: 20 }, { x: 10, y: 20 }], 1);
+ rr.fillDisc(28, 15, 9, 2, 1); // a disc reaching well past the "lid"
+ let spill = 0, inside = 0;
+ for (let y = 0; y < 40; y++) for (let x = 0; x < 40; x++) {
+ const v = rr.buf[y * 40 + x];
+ if (v !== 2) continue;
+ if (x >= 10 && x < 30 && y >= 10 && y < 20) inside++; else spill++;
+ }
+ ok('a stencilled disc cannot spill past its clip', spill === 0 && inside > 20,
+ `${inside} in, ${spill} out`);
+ rr.fillDisc(5, 35, 3, 3); // no stencil: writes freely
+ ok('an unstencilled disc still writes anywhere', rr.buf.includes(3));
+
+ // The stencil chain: pupil over iris over sclera. A pupil placed where the
+ // iris has already been cropped must be cropped the same way.
+ rr.fillRect(28, 15, 5, 4, 2);
+ let pSpill = 0;
+ for (let y = 0; y < 40; y++) for (let x = 0; x < 40; x++) {
+ if (rr.buf[y * 40 + x] === 4 && !(x >= 10 && x < 30 && y >= 10 && y < 20)) pSpill++;
+ }
+ ok('the pupil inherits the iris clip transitively', pSpill === 0);
+ }
+
+ // A square pupil is only worth having if it is the SAME square every frame:
+ // exactly its nominal size at any centre, or it breathes as the gaze moves.
+ {
+ const sizes = [];
+ for (const [cx, cy] of [[20, 20], [20.5, 20.5], [20.49, 19.51], [21, 20]]) {
+ const rr = new IndexedRaster(40, 40);
+ rr.clear(0);
+ rr.fillRect(cx, cy, 3, 1);
+ let n = 0, minX = 99, maxX = -1, minY = 99, maxY = -1;
+ for (let y = 0; y < 40; y++) for (let x = 0; x < 40; x++) {
+ if (rr.buf[y * 40 + x] !== 1) continue;
+ n++; minX = Math.min(minX, x); maxX = Math.max(maxX, x);
+ minY = Math.min(minY, y); maxY = Math.max(maxY, y);
+ }
+ sizes.push(`${maxX - minX + 1}x${maxY - minY + 1}:${n}`);
+ }
+ ok('a 3px pupil is 3x3 at every centre', sizes.every((v) => v === '3x3:9'), sizes.join(' '));
+ const rr = new IndexedRaster(40, 40);
+ rr.clear(0); rr.fillRect(20, 20, 0, 1);
+ ok('pupil size 0 draws nothing', !rr.buf.includes(1));
+ }
+
// take writer round-trip
const take = {
name: 'test', frames: 72, width: 320, height: 200, exposure: 2,
@@ -297,6 +648,12 @@ export function run() {
{ name: 'head', kind: 'plate', z: 0, interp: 'hold', keys: [{ f: 0, plate: 0 }] },
{ name: 'mouth', kind: 'poly', z: 30, color: 'skin', interp: 'hold',
keys: sel.keys.map((k) => ({ f: k.f, src: k.src, pts: shapes[k.src] })) },
+ { name: 'iris_r', kind: 'disc', z: 22, color: 'iris', interp: 'hold',
+ parent: 'eye_r_in', clip: 'eye_r_in',
+ keys: [{ f: 0, src: 0, c: { x: 120.4, y: 88.7 }, r: 5.5 }, { f: 2, hidden: true }] },
+ { name: 'pupil_r', kind: 'rect', z: 23, color: 'pupil', interp: 'hold',
+ parent: 'iris_r', clip: 'iris_r',
+ keys: [{ f: 0, src: 0, c: { x: 120, y: 89 }, size: 3 }] },
],
};
const text = writeTake(take);
@@ -309,6 +666,13 @@ export function run() {
}), `${keyLines.length} key lines`);
ok('take declares a plate and a part table',
/^plate\s+0/m.test(text) && /^part\s+mouth/m.test(text));
+ ok('a disc part declares its clip', /^part\s+iris_r.*clip=eye_r_in/m.test(text));
+ ok('a disc key is three integers', /^key\s+iris_r\s+f=0\s+src=0\s+disc=120,89,6$/m.test(text),
+ (text.split('\n').find((l) => l.startsWith('key iris_r')) || '').trim());
+ ok('a hidden disc key emits hidden', /^key\s+iris_r\s+f=2\s+hidden$/m.test(text));
+ ok('a pupil key is a square, not a tessellated polygon',
+ /^key\s+pupil_r\s+f=0\s+src=0\s+rect=120,89,3$/m.test(text) &&
+ /^part\s+pupil_r.*clip=iris_r/m.test(text));
ok('coordinates are integers', !/-?\d+\.\d/.test(text.split('\n').filter((l) => l.startsWith('key')).join('')));
return results;
diff --git a/js/synth.js b/js/synth.js
index bf736be..84252ba 100644
--- a/js/synth.js
+++ b/js/synth.js
@@ -5,11 +5,17 @@
// verified without a video file. A synthetic face is also the only way to test
// stabilisation against a KNOWN head motion, since real footage gives no ground
// truth to compare against.
-import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID, EYE_INNER } from './landmarks.js';
+import { LIPS_OUTER, LIPS_INNER, FACE_OVAL, RIGID,
+ EYE_R_RING, EYE_L_RING, IRIS_A, IRIS_B,
+ BROW_A_RING, BROW_B_RING } from './landmarks.js';
const NUM = 478;
-export function synthDense(nFrames = 72) {
+// `swapIris` places the two iris blocks on the opposite eyes. It exists so the
+// pairing resolver can be tested against a track it actually disagrees with:
+// a resolver checked only against the convention it was written for is checking
+// nothing at all.
+export function synthDense(nFrames = 72, { swapIris = false } = {}) {
const frames = [];
for (let t = 0; t < nFrames; t++) {
const pts = new Array(NUM);
@@ -35,11 +41,70 @@ export function synthDense(nFrames = 72) {
const openAmt = target[beat];
const wide = 0.10 + (beat === 1 ? 0.012 : beat === 3 ? -0.008 : 0);
- place(RIGID[0], -0.075, -0.045); place(RIGID[1], -0.028, -0.043);
- place(RIGID[2], 0.028, -0.043); place(RIGID[3], 0.075, -0.045);
place(RIGID[4], 0.000, -0.050); place(RIGID[5], 0.000, -0.020);
place(RIGID[6], 0.000, 0.012);
- place(EYE_INNER[0], -0.028, -0.043); place(EYE_INNER[1], 0.028, -0.043);
+
+ // Eyes. The corners (RIGID[0..3]) are placed BY the lid rings rather than
+ // separately, because they are slots 0 and 8 of those rings: writing them
+ // twice is how the mouth grew a bowtie, and a corner that disagrees with
+ // its own ring would make the eye self-intersect at some vertex budgets
+ // and not others.
+ //
+ // A blink is ONE frame, which is the honest hard case: at 12fps that is
+ // what a real blink costs, and it is exactly the length that reads as a
+ // dropped frame rather than as a blink unless `hold` extends it.
+ const blink = t > 5 && t % 19 === 0;
+ const openness = blink ? 0.05 : 1;
+
+ // Gaze holds and then jumps, the way gaze actually behaves, with a little
+ // jitter on top so quantisation has noise to remove and the dwell has
+ // something to suppress.
+ const LOOK = [[0, 0], [0.16, 0.0], [-0.16, 0.05], [0.0, -0.09]];
+ const [gx, gy] = LOOK[Math.floor(t / 11) % LOOK.length];
+ const jit = () => (Math.random() - 0.5) * 0.012;
+
+ // Half the corner separation, and the lid half-height at full open.
+ const EYE_RX = 0.0235, EYE_RY = 0.011, EYE_Y = -0.044;
+ const eye = (ring, cx, dir, iris) => {
+ const n = ring.length;
+ for (let k = 0; k < n; k++) {
+ // dir flips the traversal so each ring runs the direction its real
+ // table does: slot 0 outer corner, 4 upper lid, 8 inner, 12 lower.
+ const a = dir > 0 ? Math.PI + (k / n) * Math.PI * 2 : -(k / n) * Math.PI * 2;
+ place(ring[k], cx + EYE_RX * Math.cos(a),
+ EYE_Y + EYE_RY * openness * Math.sin(a));
+ }
+ // Iris: centre first, then four ring points, as the refined mesh emits.
+ const ix = cx + (gx + jit()) * EYE_RX * 2, iy = EYE_Y + (gy + jit()) * EYE_RX * 2;
+ place(iris[0], ix, iy);
+ for (let k = 1; k < iris.length; k++) {
+ const a = ((k - 1) / (iris.length - 1)) * Math.PI * 2;
+ place(iris[k], ix + 0.008 * Math.cos(a), iy + 0.008 * Math.sin(a));
+ }
+ };
+ eye(EYE_R_RING, -0.0515, 1, swapIris ? IRIS_B : IRIS_A);
+ eye(EYE_L_RING, 0.0515, -1, swapIris ? IRIS_A : IRIS_B);
+
+ // Brows, held in four sustained poses so raise quantisation has genuine
+ // plateaux to find: rest, surprise (both ends up), worry (inner up only),
+ // anger (inner down). Commanded in eye widths above the eye centre so the
+ // measurement can be checked against a number rather than an eyeball.
+ const BROW = [[0.30, 0.30], [0.46, 0.46], [0.30, 0.44], [0.30, 0.18]];
+ const [bOut, bIn] = BROW[Math.floor(t / 13) % BROW.length];
+ const EYE_W = EYE_RX * 2, HALF = 0.006; // ring half-thickness
+ const brow = (ring, cx, outerSign) => {
+ // Slots 0-4 are one edge outer->inner, 5-9 the other inner->outer, so the
+ // ends land on {0,9} and {4,5} exactly as the table promises.
+ const n = ring.length, half = n / 2;
+ for (let k = 0; k < n; k++) {
+ const along = k < half ? k / (half - 1) : (n - 1 - k) / (half - 1);
+ const rise = bOut + (bIn - bOut) * along;
+ place(ring[k], cx + outerSign * (EYE_RX - along * EYE_W) * 1.05,
+ EYE_Y - rise * EYE_W + (k < half ? -HALF : HALF));
+ }
+ };
+ brow(BROW_A_RING, -0.0515, -1);
+ brow(BROW_B_RING, 0.0515, 1);
// Lip rings as ellipse arcs, traversed so ring ORDER matches the tables:
// slot 0 = right corner, 5 = top centre, 10 = left corner, 15 = bottom
diff --git a/js/take.js b/js/take.js
index 8a87b09..97929f3 100644
--- a/js/take.js
+++ b/js/take.js
@@ -15,7 +15,12 @@ export function writeTake(take) {
// v1 emits a single frozen plate derived from the face oval. A real project
// replaces this with hand-drawn angles referenced by cel frame; the record
// shape is the same either way.
- L.push(`plate 0 kind=poly slot_mouth=${r(take.slot.x)},${r(take.slot.y)} scale=1.00 rot=0 squash=1.00`);
+ L.push(`plate 0 kind=poly slot_mouth=${r(take.slot.x)},${r(take.slot.y)}` +
+ (take.eyeSlots
+ ? ` slot_eye_r=${r(take.eyeSlots.r.cx)},${r(take.eyeSlots.r.cy)},${r(take.eyeSlots.r.w)}` +
+ ` slot_eye_l=${r(take.eyeSlots.l.cx)},${r(take.eyeSlots.l.cy)},${r(take.eyeSlots.l.w)}`
+ : '') +
+ ` scale=1.00 rot=0 squash=1.00`);
L.push('');
for (const part of take.parts) {
const bits = [`part ${part.name.padEnd(9)} kind=${part.kind} z=${part.z}`];
@@ -23,6 +28,10 @@ export function writeTake(take) {
if (part.kind === 'poly') bits.push('closed=1 fill=1');
bits.push(`interp=${part.interp}`);
if (part.parent) bits.push(`parent=${part.parent}`);
+ // `clip` names a part this one is stencilled by, not merely drawn after.
+ // The iris needs it: at an extreme gaze the disc reaches past the lid, and
+ // ordering alone would put it on the cheek.
+ if (part.clip) bits.push(`clip=${part.clip}`);
L.push(bits.join(' '));
}
L.push('');
@@ -30,6 +39,20 @@ export function writeTake(take) {
for (const k of part.keys) {
if (k.hidden) { L.push(`key ${part.name.padEnd(9)} f=${k.f} hidden`); continue; }
if (part.kind === 'plate') { L.push(`key ${part.name.padEnd(9)} f=${k.f} plate=${k.plate}`); continue; }
+ // A disc is three numbers, so it gets its own key shape rather than being
+ // pre-tessellated into a polygon here: the renderer draws a real circle
+ // with hard edges, and a five-pixel iris approximated by a polygon would
+ // lose a pixel off its silhouette on some frames and not others.
+ // A square, in whole pixels, at an integer centre. Same argument as the
+ // disc: the renderer is told the shape, not a polygon approximating it.
+ if (part.kind === 'rect') {
+ L.push(`key ${part.name.padEnd(9)} f=${k.f} src=${k.src} rect=${r(k.c.x)},${r(k.c.y)},${k.size}`);
+ continue;
+ }
+ if (part.kind === 'disc') {
+ L.push(`key ${part.name.padEnd(9)} f=${k.f} src=${k.src} disc=${r(k.c.x)},${r(k.c.y)},${r(k.r)}`);
+ continue;
+ }
const pts = k.pts.map((p) => `${r(p.x)},${r(p.y)}`).join(' ');
// f is authoritative (what renders); src is the pre-snap extreme frame,
// kept only as a tuning signal - a key dragged far means the minimum-hold
diff --git a/manifest.json b/manifest.json
index 9bf7b85..b67b3e5 100644
--- a/manifest.json
+++ b/manifest.json
@@ -1 +1 @@
-{"fps":24,"frames":74,"dir":"frames","audio":"audio.wav","source":"IMG_8486.MOV"}
+{"fps":24,"frames":105,"dir":"frames","audio":"audio.wav","source":"ScreenRecording_09-24-2026 16-26-57_1.mov"}
diff --git a/serve.py b/serve.py
new file mode 100755
index 0000000..36139d3
--- /dev/null
+++ b/serve.py
@@ -0,0 +1,28 @@
+#!/usr/bin/env python3
+"""Dev server that refuses to cache anything.
+
+`python3 -m http.server` sends Last-Modified, and browsers cache ES modules on
+it hard enough that a reload can serve a stale js/app.js against a fresh
+index.html. That failure is silent and points nowhere near its cause: the new
+knobs appear in the markup, nothing wires them, no error is raised, and the
+symptom reads as "the feature you just added does not work".
+"""
+import sys
+from http.server import SimpleHTTPRequestHandler, ThreadingHTTPServer
+
+
+class NoCache(SimpleHTTPRequestHandler):
+ def end_headers(self):
+ self.send_header('Cache-Control', 'no-store, must-revalidate')
+ self.send_header('Expires', '0')
+ super().end_headers()
+
+ def log_message(self, fmt, *args):
+ if '304' not in fmt % args:
+ super().log_message(fmt, *args)
+
+
+if __name__ == '__main__':
+ port = int(sys.argv[1]) if len(sys.argv) > 1 else 8777
+ print(f'http://127.0.0.1:{port} (no-store)')
+ ThreadingHTTPServer(('127.0.0.1', port), NoCache).serve_forever()