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authorskal <pascal.massimino@gmail.com>2026-03-22 23:17:50 +0100
committerskal <pascal.massimino@gmail.com>2026-03-22 23:17:50 +0100
commit8fd3eda0ed069b1a817261f8f4d6a35c565b3fe4 (patch)
treeba7a61571d6e08d580ce0db9cddb9ad21584da75 /doc/COMPLETED.md
parenta2697faa005337c4d8e8e6376d9e57edadf63f44 (diff)
fix(cnn_v3): shadow pass — 5 bugs fixed, labels in gbuf_viewHEADmain
1. Camera Y-inversion: proj.m[5] = -proj.m[5] in upload_scene_data + WGPUFrontFace_CCW on raster pipeline. 2. Shadow formula: replace shadowWithStoredDistance with 64-step IQ soft shadow (8*d/t, unbounded). 3. Local→world SDF scale: d *= length(obj.model[0].xyz). 4. Shadow bias: use rasterized normal from normal_mat_tex (binding 4) instead of light direction — fixes terminator self-shadow on spheres. 5. ShaderComposer: GBufViewEffect now resolves #include via ShaderComposer::Get().Compose(). Also: per-tile channel labels in gbuf_view.wgsl via debug_str. Scene simplified to 1 cube + 1 sphere for debugging (restore TODO). Scale propagation for pulsating sphere confirmed correct end-to-end. handoff(Gemini): shadow validated. Next: restore full scene in GBufferEffect::set_scene() (20 cubes + 4 spheres, 2 lights), then run training pass per cnn_v3/docs/HOWTO.md §3.
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@@ -36,6 +36,14 @@ Completed task archive. See `doc/archive/` for detailed historical documents.
## March 2026
+- [x] **CNN v3 shadow pass debugging** — Fixed 5 independent bugs in `gbuf_shadow.wgsl` + `gbuffer_effect.cc`:
+ 1. **Camera Y-inversion**: `mat4::perspective` negates Y for post-process chain; fixed with `proj.m[5] = -proj.m[5]` in `upload_scene_data` + `WGPUFrontFace_CCW` on raster pipeline.
+ 2. **Shadow formula**: replaced `shadowWithStoredDistance` (20 steps, bounded) with 64-step IQ soft shadow (`res = min(res, 8.0*d/t)`, unbounded march).
+ 3. **Local→world SDF scale**: `sdBox/sdSphere` return local-space distance; fixed with `d *= length(obj.model[0].xyz)`.
+ 4. **Shadow bias**: replaced light-direction bias (fails at terminator) with rasterized surface normal from `normal_mat_tex` (binding 4); `bias_pos = world + nor * 0.05`.
+ 5. **ShaderComposer**: `GBufViewEffect` needed `ShaderComposer::Get().Compose()` to resolve `#include "debug/debug_print"`.
+ - Added per-tile labels to `gbuf_view.wgsl` via `debug_str`. Scale propagation for pulsating sphere confirmed correct end-to-end. 36/36 tests.
+
- [x] **CNN v3 Phase 7: Validation tools** — `GBufViewEffect` (C++ 4×5 channel grid, `cnn_v3/shaders/gbuf_view.wgsl`, `cnn_v3/src/gbuf_view_effect.{h,cc}`): renders all 20 G-buffer feature channels tiled on screen; custom BGL with `WGPUTextureSampleType_Uint`, bind group rebuilt per frame via `wgpuRenderPipelineGetBindGroupLayout`. Web tool "Load sample directory" (`cnn_v3/tools/tester.js` + `shaders.js`): `webkitdirectory` picker, `FULL_PACK_SHADER` compute (matches `gbuf_pack.wgsl`), `runFromFeat()` inference, PSNR vs `target.png`. 36/36 tests.
- [x] **CNN v3 Phase 5: Parity validation** — `test_cnn_v3_parity.cc` (2 tests: zero_weights, random_weights). Root cause: intermediate nodes declared at full res instead of W/2, W/4. Fix: `NodeRegistry::default_width()/default_height()` getters + fractional resolution in `declare_nodes()`. Final max_err=4.88e-4 ✓. 36/36 tests.