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authorskal <pascal.massimino@gmail.com>2026-02-13 16:57:29 +0100
committerskal <pascal.massimino@gmail.com>2026-02-13 16:57:29 +0100
commit0793c20c1dd0c5f0c535f7da90337081939b2cfc (patch)
tree86f708033d93d19470e1b016e5abe52e07b340a8 /workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl
parent4c21145ce5e408dd38e8374eed320fcfac97c0c4 (diff)
CNN v2: Change feature #6 from sin(10*x) to sin(20*y)
Update positional encoding to use vertical coordinate at higher frequency. Changes: - train_cnn_v2.py: sin10_x → sin20_y (computed from uv_y) - cnn_v2_static.wgsl: sin10_x → sin20_y (computed from uv_y) - index.html: sin10_x → sin20_y (STATIC_SHADER) - CNN_V2.md: Update feature descriptions and examples - CNN_V2_BINARY_FORMAT.md: Update static features documentation Feature vector: [p0, p1, p2, p3, uv_x, uv_y, sin20_y, bias] Rationale: Higher frequency (20 vs 10) + vertical axis provides better spatial discrimination for position encoding. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl')
-rw-r--r--workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl b/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl
index 29acddd..7039d96 100644
--- a/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl
+++ b/workspaces/main/shaders/cnn_v2/cnn_v2_static.wgsl
@@ -1,5 +1,5 @@
// CNN v2 Static Features Compute Shader
-// Generates 8D parametric features: [p0, p1, p2, p3, uv.x, uv.y, sin10_x, bias]
+// Generates 8D parametric features: [p0, p1, p2, p3, uv.x, uv.y, sin20_y, bias]
// p0-p3: Parametric features from specified mip level (0=mip0, 1=mip1, 2=mip2, 3=mip3)
// Note: Input image RGBD (mip0) fed separately to Layer 0
//
@@ -51,18 +51,18 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
let uv_y = 1.0 - (f32(coord.y) / f32(dims.y));
// Multi-frequency position encoding
- let sin10_x = sin(10.0 * uv_x);
+ let sin20_y = sin(20.0 * uv_y);
// Bias dimension (always 1.0)
let bias = 1.0;
// Pack 8×f16 into 4×u32 (rgba32uint)
- // [p0, p1, p2, p3, uv_x, uv_y, sin10_x, bias]
+ // [p0, p1, p2, p3, uv_x, uv_y, sin20_y, bias]
let packed = vec4<u32>(
pack2x16float(vec2<f32>(p0, p1)),
pack2x16float(vec2<f32>(p2, p3)),
pack2x16float(vec2<f32>(uv_x, uv_y)),
- pack2x16float(vec2<f32>(sin10_x, bias))
+ pack2x16float(vec2<f32>(sin20_y, bias))
);
textureStore(output_tex, coord, packed);