arthur/js/landmarks.js
Your Name 03df81fa0b Brows: traced ring, quantised raise
A brow at 320x200 is 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 split the eyes already got, where the lid is a
traced feature and the iris a quantised primitive.

The decomposition is the point. The traced ring already contains the real
height, so adding a quantised raise on top would move the brow twice. The
height is measured OUT of the ring, quantised, and put back, so the shape that
renders is his at a height that snaps between a few levels and holds.

Measured at both ends rather than 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 - the gaze quantiser,
renamed quantizeSnap now that it has two callers - so the brow hits its pose in
one frame instead of crawling into it with one end arriving before the other.

Measured against the eye's corner midpoint, never its lid. 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. Rest pose from the
take median rather than the neutral frame, for the reason gaze learned the hard
way - that frame is picked by minimum mouth aperture and says nothing about the
brows.

Two correspondences resolved from geometry, not declared: which ring is which
brow, and which end is the outer one. The second matters more - backwards, the
tilt mirrors and worry renders as its own opposite, which reads as a directed
performance choice rather than a bug and would never be questioned. Which EDGE
is upper is deliberately left unresolved: it traverses the same ring the other
way, an even-odd fill has no winding, and both ends still land on fixed slots.

Also fixes a bug from the exposure work: the live render applied exposure to
the plate and the mouth but not to the eyes, so on 2s the preview and the
export disagreed. A preview that disagrees with the export is the one bug this
tool cannot afford. perfIndex now exists as a named thing so the two paths
cannot drift apart again.

91 -> 105 assertions. Ground truth on all four synthetic brow poses, tilt
separating worry from anger by sign, a blink not faking a raise, and a shared
dwell never emitting a half-raised brow.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-24 18:11:25 -04:00

128 lines
5.6 KiB
JavaScript

// MediaPipe FaceLandmarker index tables.
// Ring arrays are ORDERED traversals, not raw connection sets: vertex position
// within a ring is the vertex's identity, and every downstream stage depends on
// that ordering being stable. See docs/design.md, "Fixed topology".
// Rigid landmarks for the similarity fit. Eye corners, nose bridge, nose tip.
// Nothing here may be a feature that moves under performance: including the
// mouth or brows bleeds performance into the stabilization.
export const RIGID = [33, 133, 362, 263, 168, 6, 1];
// Outer lip ring, clockwise from the right corner over the top.
// index 0 = right corner, 5 = top centre, 10 = left corner, 15 = bottom centre.
export const LIPS_OUTER = [
61, 185, 40, 39, 37, 0, 267, 269, 270, 409,
291, 375, 321, 405, 314, 17, 84, 181, 91, 146,
];
// Inner lip ring, same orientation and the same four cardinal positions.
export const LIPS_INNER = [
78, 191, 80, 81, 82, 13, 312, 311, 310, 415,
308, 324, 318, 402, 317, 14, 87, 178, 88, 95,
];
// Inner upper / lower lip centres. Their separation is the aperture signal that
// decides whether the mouth interior is present at all.
export const APERTURE = [13, 14];
// Face oval, used only to derive the placeholder plate in v1.
export const FACE_OVAL = [
10, 338, 297, 332, 284, 251, 389, 356, 454, 323, 361, 288,
397, 365, 379, 378, 400, 377, 152, 148, 176, 149, 150, 136,
172, 58, 132, 93, 234, 127, 162, 21, 54, 103, 67, 109,
];
// Eye corners, for the calibration box and for reporting fit residual.
export const EYE_INNER = [133, 362];
// Pick `n` slots from a ring of `len` by even spacing. Returns RING POSITIONS,
// not landmark ids: positions are the vertex identity downstream, and mapping ids
// back to positions with indexOf would silently pick the wrong slot if a table
// ever repeated an id.
//
// For even n this naturally lands on the cardinal positions (corners and lip
// centres) of a 20-point ring. Fixed indices, never adaptive decimation: the
// vertex at slot k means the same thing on every frame of the shot.
export function subsampleSlots(len, n) {
const out = [];
for (let k = 0; k < n; k++) out.push(Math.round((k * len) / n) % len);
return out;
}
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];