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# CNN v3: U-Net + FiLM

**Technical Design Document**

---

## Overview

CNN v3 is a next-generation post-processing effect using:
- **U-Net architecture** — encoder/decoder with skip connections for multi-scale stylization
- **FiLM conditioning** — Feature-wise Linear Modulation, enabling runtime style control via beat, audio, or manual parameters
- **G-Buffer input** — richer geometric inputs (normals, depth, material) instead of plain RGBD
- **Per-pixel testability** — exact match between PyTorch, HTML WebGPU, and C++ WebGPU

**Key improvements over v2:**
- Multi-scale processing (encoder captures global, decoder restores detail)
- Runtime stylization without retraining (FiLM γ/β from beat/audio/time)
- Richer scene understanding from G-buffer (normals, material IDs)
- Training from both Blender renders and real photos
- Strict test framework: per-pixel bit-exact validation across all implementations

**Status:** Phases 1–5 complete. Parity validated (max_err=4.88e-4 ≤ 1/255). Next: `train_cnn_v3.py` for FiLM MLP training.

---

## Architecture

### Pipeline Overview

```
G-Buffer (albedo, normal, depth, matID, UV)
        │
        ▼
  FiLM Conditioning
  (beat_time, audio_intensity, style_params)
        │ → γ[], β[] per channel
        ▼
  U-Net
  ┌─────────────────────────────────────────┐
  │  Encoder                                │
  │  enc0 (H×W, 4ch) ────────────skip──────┤
  │  ↓ down (avg pool 2×2)                  │
  │  enc1 (H/2×W/2, 8ch) ────────skip──────┤
  │  ↓ down                                 │
  │  bottleneck (H/4×W/4, 8ch)             │
  │                                         │
  │  Decoder                                │
  │  ↑ up (nearest ×2) + skip enc1         │
  │  dec1 (H/2×W/2, 4ch)                   │
  │  ↑ up + skip enc0                       │
  │  dec0 (H×W, 4ch)                        │
  └─────────────────────────────────────────┘
        │
        ▼
  output RGBA (H×W)
```

FiLM is applied **inside each encoder/decoder block**, after each convolution.

### U-Net Block (per level)

```
input → Conv 3×3 → BN (or none) → FiLM(γ,β) → ReLU → output
```

FiLM at level `l`:
```
FiLM(x, γ_l, β_l) = γ_l ⊙ x + β_l      (per-channel affine)
```

γ and β are computed from the conditioning MLP, one γ/β pair per channel per level.

### FiLM Conditioning

A small MLP takes a conditioning vector `c` and outputs all γ/β:

```
c = [beat_phase, beat_time/8, audio_intensity, style_p0, style_p1]   (5D)
    ↓ Linear(5 → 16) → ReLU
    ↓ Linear(16 → N_film_params)
    → [γ_enc0(4ch), β_enc0(4ch), γ_enc1(8ch), β_enc1(8ch),
       γ_dec1(4ch), β_dec1(4ch), γ_dec0(4ch), β_dec0(4ch)]
       = 2 × (4+8+4+4) = 40 parameters output
```

**Runtime cost:** trivial (one MLP forward pass per frame, CPU-side).
**Training:** jointly trained with U-Net — backprop through FiLM to MLP.
**Size:** MLP weights ~(5×16 + 16×40) × 2 bytes f16 ≈ 1.4 KB.

**Why FiLM instead of just uniform parameters?**
- γ/β are per-channel, enabling fine-grained style control
- Network learns to use beat/audio meaningfully during training
- Same weights, different moods: dark/moody vs bright/energetic

---

## G-Buffer Passes

The G-buffer is populated by two passes writing to the same textures, merged by depth.
Textures need dual usage: `RENDER_ATTACHMENT | STORAGE_BINDING` → use `rgba16float`.

```
Pass 1: Rasterize triangles → MRT (fragment shader)
  color[0]:  albedo     rgba16float   material color (pre-lighting)
  color[1]:  normal_mat rg16float     oct-normal XY + mat_id (u16 packed)
  depth:     depth32float             hardware z-test + z-write

Pass 2: SDF raymarching → compute shader
  reads:   depth32float texture (compare SDF hit depth vs rasterized)
  writes:  albedo, normal_mat storage textures where SDF depth < rasterized
  writes:  transparency r16float  (volumetric density, not from rasterizer)
  writes:  shadow       r8unorm   (SDF soft shadow, or shared with light pass)

Pass 3: Lighting / shadow pass → compute shader
  reads:   depth, normal_mat
  writes:  shadow r8unorm  (shadow map lookup or SDF shadow ray)

Pass 4: Pack → 32-byte CNN feature buffer (see below)
  reads:   all G-buffer textures + prev CNN output texture
  computes: depth_grad (finite diff), samples albedo MIP 1 and MIP 2
  writes:  feat_tex0 (rgba32uint) + feat_tex1 (rgba32uint)
```

**Depth unification:** the SDF pass reads the rasterized depth32float, converts its hit
distance to the same NDC depth value, and only overwrites when closer. Both sources end up
in the same depth texture which the pack pass reads for `depth` and `depth_grad`.

---

## Input Feature Buffer

**20 channels, 32 bytes/pixel**, packed into two `rgba32uint` textures (8 u32 total).
Mixed precision: geometric data as f16, color context and categorical data as u8.

**UV is NOT stored** — computed from `coord / resolution` in every shader (free).

---

### Texture 0 — 4 u32, 8 × f16 (geometric, high precision)

| u32 | f16 lo | f16 hi | Notes |
|-----|--------|--------|-------|
| [0] | albedo.r | albedo.g | pre-lighting material color |
| [1] | albedo.b | normal.x | oct-encoded normal X |
| [2] | normal.y | depth | 1/z normalized |
| [3] | depth_grad.x | depth_grad.y | finite diff of depth, signed |

Normal z reconstructed as `sqrt(max(0, 1 - nx²- ny²))`.
Depth gradient captures surface discontinuities and orientation cues for the CNN.

---

### Texture 1 — 4 u32, 12 × u8 + 1 spare u32 (context, low precision)

| u32 | byte 0 | byte 1 | byte 2 | byte 3 |
|-----|--------|--------|--------|--------|
| [0] | mat_id | prev.r | prev.g | prev.b |
| [1] | mip1.r | mip1.g | mip1.b | mip2.r |
| [2] | mip2.g | mip2.b | shadow | transp. |
| [3] | — spare — | | | |

All packed via `pack4x8unorm`. Channels:
- **mat_id**: object/material index (u8/255), carries style category
- **prev.rgb**: previous CNN output (temporal feedback, recurrent)
- **mip1.rgb**: albedo at MIP 1 (½ resolution) — medium-frequency color context
- **mip2.rgb**: albedo at MIP 2 (¼ resolution) — low-frequency color context
- **shadow**: shadow intensity [0=fully shadowed, 1=fully lit] from shadow pass
- **transp.**: volumetric transparency [0=opaque, 1=transparent] for fog/smoke/volumetric light

**Texture 1 is fully packed. u32[3] is reserved for future use.**

---

### Pack compute shader

```wgsl
@compute @workgroup_size(8, 8)
fn pack_features(@builtin(global_invocation_id) id: vec3u) {
  let coord = vec2i(id.xy);
  let uv    = (vec2f(coord) + 0.5) / resolution;

  let albedo = textureLoad(gbuf_albedo, coord, 0).rgb;
  let nm     = textureLoad(gbuf_normal_mat, coord, 0);
  let depth  = sample_depth(coord);          // from depth32float
  let dzdx   = (sample_depth(coord + vec2i(1,0)) - sample_depth(coord - vec2i(1,0))) * 0.5;
  let dzdy   = (sample_depth(coord + vec2i(0,1)) - sample_depth(coord - vec2i(0,1))) * 0.5;
  let shadow = textureLoad(gbuf_shadow, coord, 0).r;
  let transp = textureLoad(gbuf_transp, coord, 0).r;
  let mat_id = unpack_mat_id(nm);            // u8 from rg16float packing
  let normal = unpack_oct_normal(nm.rg);     // vec2f

  let mip1 = textureSampleLevel(gbuf_albedo, smplr, uv, 1.0).rgb;
  let mip2 = textureSampleLevel(gbuf_albedo, smplr, uv, 2.0).rgb;
  let prev = textureSample(prev_cnn_tex, smplr, uv).rgb;

  textureStore(feat_tex0, coord, vec4u(
    pack2x16float(albedo.rg),
    pack2x16float(vec2(albedo.b, normal.x)),
    pack2x16float(vec2(normal.y, depth)),
    pack2x16float(vec2(dzdx, dzdy)),
  ));
  textureStore(feat_tex1, coord, vec4u(
    pack4x8unorm(vec4(mat_id, prev.r,  prev.g,  prev.b)),
    pack4x8unorm(vec4(mip1.r, mip1.g,  mip1.b,  mip2.r)),
    pack4x8unorm(vec4(mip2.g, mip2.b,  shadow,  transp)),
    0u,
  ));
}
```

---

### Full channel table (20 channels, 32 bytes/pixel)

| # | Name | Prec | Source |
|---|------|------|--------|
| 0 | albedo.r | f16 | Raster/SDF material color |
| 1 | albedo.g | f16 | |
| 2 | albedo.b | f16 | |
| 3 | normal.x | f16 | Oct-encoded, raster/SDF |
| 4 | normal.y | f16 | |
| 5 | depth | f16 | Unified depth (1/z) |
| 6 | depth_grad.x | f16 | Finite diff of depth |
| 7 | depth_grad.y | f16 | |
| 8 | mat_id | u8 | Object index / 255 |
| 9 | prev.r | u8 | Previous CNN output (temporal) |
| 10 | prev.g | u8 | |
| 11 | prev.b | u8 | |
| 12 | mip1.r | u8 | Albedo MIP 1 (½ res) |
| 13 | mip1.g | u8 | |
| 14 | mip1.b | u8 | |
| 15 | mip2.r | u8 | Albedo MIP 2 (¼ res) |
| 16 | mip2.g | u8 | |
| 17 | mip2.b | u8 | |
| 18 | shadow | u8 | Shadow intensity [0=dark, 1=lit] |
| 19 | transp. | u8 | Volumetric transparency [0=opaque, 1=clear] |

UV computed in-shader. Bias = 1.0 implicit (standard NN, not stored).

**Memory:** 1920×1080 × 32 bytes = **66 MB** feature buffer.
Plus prev_cnn texture (RGBA8): **8 MB**.

---

### 16-byte fallback (budget-constrained)

Drop temporal, MIPs, shadow, transparency. Geometric data only:

| u32 | channels |
|-----|----------|
| [0] | albedo.rg (f16) |
| [1] | albedo.b, normal.x (f16) |
| [2] | normal.y, depth (f16) |
| [3] | depth_grad.x, depth_grad.y (f16) |

8 channels, 16 bytes/pixel = **33 MB**. No temporal coherence, no lighting context.

---

### Temporal parity testing

Temporal breaks single-frame testability. Protocol:
- **Static parity test**: set `prev_cnn = black` → fully deterministic, run on single frame
- **Temporal parity test**: 2-frame sequence; frame 1's prev = frame 0's CNN output
- Test vector NPZ includes prev as explicit input: `test_<n>_{gbuf, prev, cond, expected}.npz`

---

## Testability Framework

**Goal:** Per-pixel bit-exact match (within f16 rounding tolerance) across:
1. PyTorch reference (f32)
2. HTML WebGPU validation tool
3. C++ WebGPU runtime

### Protocol

**Step 1: Reference generation (PyTorch f32)**
- Export test vectors: 4 canonical G-buffer images + conditioning vectors → expected output
- Store as PNG + NPZ: `cnn_v3/tests/vectors/test_<n>_{input,cond,expected}.{png,npz}`

**Step 2: f16 export**
- Convert all weights to f16 (same as v2)
- Stored in binary format (see below)

**Step 3: Deterministic operations (no ambiguity between impls)**
- Padding: `same` padding = zero-pad by `kernel_size//2`, explicit in all impls
- Downsampling: **average pooling 2×2**, stride 2 (not max pool — identical in all)
- Upsampling: **nearest neighbor** ×2 (no interpolation differences)
- Activation: ReLU = `max(0, x)` (exact), sigmoid = `1/(1+exp(-x))` (numerically identical)
- FiLM: `gamma * x + beta` applied per-channel (not per-pixel — channel broadcast)
- No batch norm at inference (fold BN into conv weights during export)

**Step 4: Validation**
```bash
python3 cnn_v3/training/validate_parity.py \
  --weights cnn_v3/weights/model.bin \
  --test-vectors cnn_v3/tests/vectors/ \
  --tolerance 1  # max 1/255 per channel
```

Tolerance: f16 rounding introduces at most ~0.001 error. Display is 8-bit (1/255 ≈ 0.004).
**Acceptance criterion:** max per-pixel per-channel absolute error ≤ 1/255.

### Parity Checklist

For each layer, verify:
- [ ] Input shape matches
- [ ] Weight layout matches (OIHW = out_ch × in_ch × kH × kW)
- [ ] Padding: explicit zero-pad, not "reflect" or "replicate"
- [ ] Convolution output shape matches
- [ ] FiLM γ/β applied in correct order (after conv, before activation)
- [ ] Skip connection: concatenation along channel axis (not add)
- [ ] Upsample: nearest neighbor (not bilinear)

---

## Binary Format

Extends CNN v2 binary format with:

**Header (v3, 28 bytes):**

| Offset | Type | Field | Description |
|--------|------|-------|-------------|
| 0x00 | u32 | magic | `0x33_4E_4E_43` ("CNN3") |
| 0x04 | u32 | version | 3 |
| 0x08 | u32 | num_enc_levels | U-Net encoder levels (typically 2) |
| 0x0C | u32 | num_channels | Channels per level (e.g., [8,16]) |
| 0x10 | u32 | in_channels | Feature buffer input channels (20) |
| 0x14 | u32 | film_cond_dim | FiLM conditioning input size |
| 0x18 | u32 | total_weights | Total f16 weight count |

**Sections** (sequential after header):
1. Encoder conv weights (per level)
2. Decoder conv weights (per level)
3. FiLM MLP weights (γ/β generator)

All f16, little-endian, same packing as v2 (`pack2x16float`).

---

## Size Budget

**CNN v3 target: ≤ 6 KB weights**

**Implemented architecture (fits ≤ 4 KB):**

| Component | Weights | Bias | Total f16 |
|-----------|---------|------|-----------|
| enc0: Conv(20→4, 3×3) | 20×4×9=720 | +4 | 724 |
| enc1: Conv(4→8, 3×3) | 4×8×9=288 | +8 | 296 |
| bottleneck: Conv(8→8, 1×1) | 8×8×1=64 | +8 | 72 |
| dec1: Conv(16→4, 3×3) | 16×4×9=576 | +4 | 580 |
| dec0: Conv(8→4, 3×3) | 8×4×9=288 | +4 | 292 |
| FiLM MLP (5→16→40) | 5×16+16×40=720 | +16+40 | 776 |
| **Total** | | | **~3.9 KB f16** |

Skip connections: dec1 input = 8ch (bottleneck) + 8ch (enc1 skip) = 16ch.
dec0 input = 4ch (dec1) + 4ch (enc0 skip) = 8ch.

---

## Training Data

## Training Sample Pipelines

Two sample types feed the same model. The key to compatibility is **channel dropout**
during training: geometric channels are randomly zeroed with probability p=0.3, forcing
the network to learn useful behaviour even when channels are absent. Photo samples are
then a natural zero-filled subset at inference.

---

### Pipeline A: Full G-buffer samples (Blender)

Blender Cycles exports all 20 channels as render passes in a single multi-layer EXR.

**Render passes required:**

| Pass | Blender name | Maps to |
|------|-------------|---------|
| Beauty (target) | `Combined` | Training target RGBA |
| Diffuse color | `DiffCol` | albedo.rgb |
| World normal | `Normal` | normal.xy (octahedral encode in post) |
| Depth | `Z` | depth (normalize by far plane) |
| Object index | `IndexOB` | mat_id |
| Shadow | `Shadow` | shadow (invert: 1−shadow_catcher) |
| Alpha / transmission | `Alpha` | transp. (0=opaque, 1=clear) |

depth_grad, mip1, mip2 computed from albedo/depth during pack, not a render pass.
prev = **zero** during training (no temporal history for static frames).

**Blender script: `cnn_v3/training/blender_export.py`**
```python
# Enable passes
vl = bpy.context.scene.view_layers["ViewLayer"]
vl.use_pass_diffuse_color   = True
vl.use_pass_normal          = True
vl.use_pass_z               = True
vl.use_pass_object_index    = True
vl.use_pass_shadow          = True

# Output: multi-layer EXR via compositor File Output node
# One EXR per frame, all passes in separate layers

# Run headless:
# blender -b scene.blend -P blender_export.py -- --output renders/frame_###
```

**Post-processing: `cnn_v3/training/pack_blender_sample.py`**
```bash
python3 pack_blender_sample.py \
  --exr renders/frame_001.exr \
  --output dataset/full/sample_001/
# Writes: albedo.png  normal.png  depth.png  matid.png  shadow.png  transp.png  target.png
```

depth_grad computed on-the-fly during dataloader (same Sobel kernel as runtime shader).
mip1/mip2 computed from albedo via pyrDown (same as runtime).

---

### Pipeline B: Simple photo samples (albedo + alpha only)

Input: a photo (RGB) + optional alpha mask. No geometry data.
Missing channels are **zero-filled** — the network degrades gracefully due to dropout training.

| Feature buffer channel | Value |
|-----------------------|-------|
| albedo.rgb | Photo RGB |
| normal.xy | **0, 0** (zero → network ignores) |
| depth | **0** |
| depth_grad.xy | **0, 0** |
| mat_id | **0** |
| prev.rgb | **0, 0, 0** (no history) |
| mip1.rgb | Computed from photo (pyrDown ×1) |
| mip2.rgb | Computed from photo (pyrDown ×2) |
| shadow | **1.0** (assume fully lit) |
| transp. | **1 − alpha** (from photo alpha channel, or 0 if no alpha) |

mip1/mip2 are still meaningful (they come from albedo, which we have).
`transp` from photo alpha lets the network see foreground/background separation when
available (e.g. cutout photos, PNG with alpha).

**Simple pack script: `cnn_v3/training/pack_photo_sample.py`**
```bash
python3 pack_photo_sample.py \
  --photo photos/img_001.png \       # RGB or RGBA
  --output dataset/simple/sample_001/
# Writes: albedo.png  [zeros for normal/depth/matid/shadow]  target.png (= albedo, no GT style)
```

For photo samples there is **no ground-truth styled target** — they are used for:
1. Fine-tuning after Blender pre-training (self-supervised or with manual target)
2. Inference-only testing (visual validation, no loss computed)
3. Parity testing (compare PyTorch vs WebGPU output on a photo input)

---

### Channel dropout (training robustness)

Applied per-sample during dataloader `__getitem__`:

```python
GEOMETRIC_CHANNELS = [3, 4, 5, 6, 7]   # normal.xy, depth, depth_grad.xy
CONTEXT_CHANNELS   = [8, 18, 19]        # mat_id, shadow, transp
TEMPORAL_CHANNELS  = [9, 10, 11]        # prev.rgb

def apply_channel_dropout(feat, p_geom=0.3, p_context=0.2, p_temporal=0.5):
    if random.random() < p_geom:
        feat[GEOMETRIC_CHANNELS] = 0.0   # simulate photo-only input
    if random.random() < p_context:
        feat[CONTEXT_CHANNELS] = 0.0
    if random.random() < p_temporal:
        feat[TEMPORAL_CHANNELS] = 0.0    # simulate first frame
    return feat
```

This ensures the network produces reasonable output regardless of which channels
are available, and that full and simple pipelines can share one set of weights.

---

### Dataset layout

```
cnn_v3/training/
  dataset/
    full/                   # Blender samples (all 20 channels)
      sample_000/
        albedo.png          # RGB
        normal.png          # RG oct-encoded (or zero)
        depth.png           # R float16 EXR or 16-bit PNG
        matid.png           # R u8
        shadow.png          # R u8
        transp.png          # R u8
        target.png          # RGBA styled target
    simple/                 # Photo samples (albedo+alpha only)
      sample_000/
        albedo.png          # RGB (or RGBA if alpha available)
        target.png          # = albedo (no GT, inference/parity only)
  test_vectors/
    full_000_{feat,prev,cond,expected}.npz    # parity: full G-buffer
    simple_000_{feat,prev,cond,expected}.npz  # parity: photo input
```

`feat.npz` stores the packed 20-channel float array (H×W×20, f32) ready for the model.
`prev.npz` stores the previous-frame CNN output (H×W×3, f32), zero for static tests.
`cond.npz` stores the FiLM conditioning vector (5-d).
`expected.npz` stores the PyTorch f32 reference output (H×W×4, f32).

---

### Parity test matrix

| Test | G-buffer | Prev | Notes |
|------|----------|------|-------|
| `full_static` | Blender sample | zero | Core correctness test |
| `simple_static` | Photo (zeros for geom) | zero | Photo path correctness |
| `full_temporal` | Blender frame 1 | frame 0 output | Temporal path |
| `zero_input` | All zeros | zero | Degenerate stability check |

All tests: max per-pixel per-channel absolute error ≤ 1/255 (PyTorch f32 vs WebGPU f16).

---

## Training Script: `train_cnn_v3.py`

**Key differences from v2:**

```python
class CNNv3(nn.Module):
    def __init__(self, enc_channels=[4,8], film_cond_dim=5):
        super().__init__()
        # Encoder
        self.enc = nn.ModuleList([
            nn.Conv2d(20, enc_channels[0], 3, padding=1),      # 20-ch feature buffer in
            nn.Conv2d(enc_channels[0], enc_channels[1], 3, padding=1),
        ])
        # Bottleneck
        self.bottleneck = nn.Conv2d(enc_channels[1], enc_channels[1], 1)
        # Decoder (skip connections: concat → double channels)
        self.dec = nn.ModuleList([
            nn.Conv2d(enc_channels[1]*2, enc_channels[0], 3, padding=1),
            nn.Conv2d(enc_channels[0]*2, 4, 3, padding=1),
        ])
        # FiLM MLP: conditioning → γ/β for each level
        film_out = 2 * sum(enc_channels) * 2  # enc + dec levels, γ and β
        self.film_mlp = nn.Sequential(
            nn.Linear(film_cond_dim, 16), nn.ReLU(),
            nn.Linear(16, film_out),
        )

    def forward(self, gbuf, cond):
        # FiLM params from conditioning
        film = self.film_mlp(cond)  # split into γ/β per level

        # Encoder
        skips = []
        x = gbuf
        for i, enc_layer in enumerate(self.enc):
            x = enc_layer(x)
            x = film_apply(x, gamma[i], beta[i])  # FiLM
            x = F.relu(x)
            skips.append(x)
            x = F.avg_pool2d(x, 2)  # ½ resolution

        # Bottleneck
        x = F.relu(self.bottleneck(x))

        # Decoder
        for i, dec_layer in enumerate(self.dec):
            x = F.interpolate(x, scale_factor=2, mode='nearest')  # ×2
            x = torch.cat([x, skips[-(i+1)]], dim=1)              # skip
            x = dec_layer(x)
            x = film_apply(x, gamma[n_enc+i], beta[n_enc+i])      # FiLM
            x = F.relu(x)

        return torch.sigmoid(x)  # RGBA output [0,1]

def film_apply(x, gamma, beta):
    # gamma, beta: shape [B, C] → [B, C, 1, 1]
    return gamma.unsqueeze(-1).unsqueeze(-1) * x + beta.unsqueeze(-1).unsqueeze(-1)
```

**Export:** fold BN into conv weights (if BN used), quantize to f16, write binary v3.

---

## Training Pipeline Script: `cnn_v3/scripts/train_cnn_v3_full.sh`

Modelled directly on `cnn_v2/scripts/train_cnn_v2_full.sh`. Same structure, same modes,
extended for v3 specifics (dataset packing, FiLM, parity vectors).

### Modes (same pattern as v2)

```bash
# Full pipeline: pack → train → export → build → validate
./train_cnn_v3_full.sh

# Train only (dataset already packed)
./train_cnn_v3_full.sh --skip-pack

# Validate only (skip training, use existing weights)
./train_cnn_v3_full.sh --validate
./train_cnn_v3_full.sh --validate checkpoints/checkpoint_epoch_100.pth

# Export weights only
./train_cnn_v3_full.sh --export-only checkpoints/checkpoint_epoch_100.pth

# Pack dataset only (run once after new Blender renders or photos)
./train_cnn_v3_full.sh --pack-only
```

### Pipeline steps

```
[1/5] Pack dataset          pack_blender_sample.py / pack_photo_sample.py
[2/5] Train                 train_cnn_v3.py
[3/5] Export weights        export_cnn_v3_weights.py  →  .bin + test vectors .npz
[4/5] Build demo            cmake --build build -j4 --target demo64k
[5/5] Validate              cnn_v3_test on all input images + parity check
```

Step 1 is skipped with `--skip-pack` (dataset already exists).
Steps 3–5 can be run independently with `--export-only` / `--validate`.

### Parameters

**New vs v2:**

| Flag | Default | Notes |
|------|---------|-------|
| `--enc-channels C` | `4,8` | Comma-separated encoder channel counts per level |
| `--film-cond-dim N` | `5` | FiLM conditioning vector size |
| `--input-mode MODE` | `simple` | `simple` (photo) or `full` (Blender G-buffer) |
| `--channel-dropout-p F` | `0.3` | Dropout probability for geometric channels |
| `--blender-dir DIR` | `training/blender_renders/` | Source EXRs for full mode |
| `--photos-dir DIR` | `training/photos/` | Source PNGs for simple mode |
| `--generate-vectors` | off | Also run `validate_parity.py` during export step |
| `--skip-pack` | off | Skip dataset packing (step 1) |

**Kept from v2 unchanged:**

| Flag | Default |
|------|---------|
| `--epochs N` | 200 |
| `--batch-size N` | 16 |
| `--lr FLOAT` | 1e-3 |
| `--checkpoint-every N` | 50 |
| `--patch-size N` | 8 |
| `--patches-per-image N` | 256 |
| `--detector TYPE` | harris |
| `--full-image` | off |
| `--image-size N` | 256 |
| `--input DIR` | `training/dataset/` |
| `--target DIR` | `training/dataset/` (same — target is inside sample dirs) |
| `--checkpoint-dir DIR` | `checkpoints/` |
| `--validation-dir DIR` | `validation_results/` |
| `--output-weights PATH` | `cnn_v3/weights/cnn_v3_weights.bin` |

### Examples

```bash
# Quick debug run: 1 level, 5 epochs, simple photos
./train_cnn_v3_full.sh --enc-channels 4,4 --epochs 5 --input-mode simple

# Full Blender pipeline: 500 epochs, channel dropout, generate parity vectors
./train_cnn_v3_full.sh \
  --input-mode full \
  --blender-dir training/blender_renders/ \
  --enc-channels 4,8 \
  --epochs 500 \
  --channel-dropout-p 0.3 \
  --generate-vectors

# Re-validate existing weights without retraining
./train_cnn_v3_full.sh --validate

# Export only and open results
./train_cnn_v3_full.sh --export-only checkpoints/checkpoint_epoch_200.pth \
  --generate-vectors
```

### Validation output (step 5)

Same pattern as v2: runs `cnn_v3_test` on each image in `--input`, writes
`validation_results/<name>_output.png`, opens the folder.

If `--generate-vectors` was passed during export: also runs `validate_parity.py`,
prints per-implementation max error table:

```
Parity results:
  HTML vs PyTorch:  max=0.0039  mean=0.0008  ✓ PASS  (threshold=0.0039)
  C++  vs PyTorch:  max=0.0039  mean=0.0007  ✓ PASS
```

---

## WGSL Implementation

**Compute shader approach** (same as v2, extended):

```
Pass 0: pack_gbuffer.wgsl         — assemble G-buffer channels into storage texture
Pass 1: cnn_v3_enc0.wgsl          — encoder level 0 (20→4ch, 3×3)
Pass 2: cnn_v3_enc1.wgsl          — encoder level 1 (4→8ch, 3×3) + downsample
Pass 3: cnn_v3_bottleneck.wgsl    — bottleneck (8→8, 1×1)
Pass 4: cnn_v3_dec1.wgsl          — decoder level 1: upsample + skip + (16→4, 3×3)
Pass 5: cnn_v3_dec0.wgsl          — decoder level 0: upsample + skip + (8→4, 3×3)
Pass 6: cnn_v3_output.wgsl        — sigmoid + composite to framebuffer
```

FiLM γ/β values are computed CPU-side each frame and uploaded as a small uniform buffer.

**Uniform: FiLM params (per-frame)**
```wgsl
struct FilmParams {
  gamma_enc0: vec4f,   // 4 channels
  beta_enc0: vec4f,
  gamma_enc1: vec4f,   // wait, use array for flexibility
  beta_enc1: vec4f,
  // ...
}
// ~96 floats × 4 bytes = 384 bytes uniform buffer (well within limits)
```

---

## HTML Validation Tool: `cnn_v3/tools/index.html`

**Base:** copy `cnn_v2/tools/cnn_v2_test/index.html`, adapt in-place.
Single self-contained HTML file, no build step, open directly in browser.

---

### What is reused from v2 unchanged

- Full CSS (drop zones, panels, layer-view grid, console, footer)
- WebGPU init boilerplate (adapter, device, queue)
- Drop zone + file input JS
- `FULLSCREEN_QUAD_VS` vertex shader
- Display / blit shader (output to canvas)
- Layer viz shader (grayscale 4-channel split + 4× zoom)
- Weight stats display (min/max per layer)
- Video playback controls (play/pause, step frame)
- Save PNG button, blend slider
- Console logging

---

### Layout changes

**Left sidebar** (replaces v2 left sidebar):
```
[ Drop .bin weights ]
[ Weights Info panel ]          ← same, but shows U-Net topology
[ Weights Viz panel ]           ← same, shows enc0/enc1/bottleneck/dec layers
[ Input Mode toggle ]           ← NEW: Simple (photo) / Full (G-buffer)
[ FiLM Conditioning panel ]     ← NEW: beat_phase, audio_intensity, style_p0, style_p1 sliders
[ Temporal panel ]              ← NEW: "Use temporal" toggle, "Capture prev frame" button
```

**Main canvas** (mostly same):
```
[ bottom float bar ]
  Video controls | Blend | View mode | G-buffer channel | Save PNG
```
View modes (keyboard): `SPACE` = original, `D` = diff×10, `G` = G-buffer channel view.
G-buffer channel selector: albedo / normal.xy / depth / depth_grad / shadow / transp / prev.

**Right sidebar** (replaces v2 layer viz):
```
[ Layer Visualization panel ]
  Buttons: Features | Enc0 | Enc1 | BN | Dec1 | Dec0 | Output
  4-channel grid  (or 8-channel grid for Enc1/BN, shown as 2 rows)
  Zoom view (4×, mouse-driven)
```
"Features" button shows the 20-channel feature buffer split across 5 rows of 4.

---

### Input modes

**Simple mode (default):** drop one PNG or video.
- Albedo = image RGB
- Alpha → `transp = 1 − alpha` (if RGBA PNG)
- All geometric channels (normal, depth, depth_grad, mat_id) = 0
- Shadow = 1.0 (fully lit)
- Prev = black (or captured from previous render)
- Mip1/mip2 computed from albedo in PACK_SHADER

**Full mode:** drop multiple PNGs by filename convention.
The tool detects channel assignment by filename:
```
*albedo*  or  *color*   → albedo (RGB)
*normal*                → normal (RG oct-encoded)
*depth*                 → depth (R, 16-bit PNG or EXR)
*matid*  or  *index*    → mat_id (R u8)
*shadow*                → shadow (R u8)
*transp* or  *alpha*    → transparency (R u8)
```
Drop all files at once (or one-by-one). Missing channels stay zero.
Status bar shows which channels are loaded.

---

### New WGSL shaders (inline, same pattern as v2)

| Shader | Replaces | Notes |
|--------|----------|-------|
| `PACK_SHADER` | `STATIC_SHADER` | 20ch into feat_tex0 + feat_tex1 (rgba32uint each) |
| `ENC0_SHADER` | part of `CNN_SHADER` | Conv(20→4, 3×3) + FiLM + ReLU; writes enc0_tex |
| `ENC1_SHADER` | | Conv(4→8, 3×3) + FiLM + ReLU + avg_pool2×2; writes enc1_tex (half-res) |
| `BOTTLENECK_SHADER` | | Conv(8→8, 1×1) + FiLM + ReLU; writes bn_tex |
| `DEC1_SHADER` | | nearest upsample×2 + concat(bn, enc1_skip) + Conv(16→4, 3×3) + FiLM + ReLU |
| `DEC0_SHADER` | | nearest upsample×2 + concat(dec1, enc0_skip) + Conv(8→4, 3×3) + FiLM + ReLU |
| `OUTPUT_SHADER` | | Conv(4→4, 1×1) + sigmoid → composites to canvas |

FiLM γ/β computed JS-side from sliders (tiny MLP forward pass in JS), uploaded as uniform.

---

### Textures (GPU-side, all rgba32uint or rgba16float)

| Name | Size | Format | Contents |
|------|------|--------|----------|
| `feat_tex0` | W×H | rgba32uint | feature buffer slots 0–7 (f16) |
| `feat_tex1` | W×H | rgba32uint | feature buffer slots 8–19 (u8+spare) |
| `enc0_tex` | W×H | rgba32uint | 4 channels f16 (enc0 output, skip) |
| `enc1_tex` | W/2×H/2 | rgba32uint | 8 channels f16 (enc1 out, skip) — 2 texels per pixel |
| `bn_tex` | W/2×H/2 | rgba32uint | 8 channels f16 (bottleneck output) |
| `dec1_tex` | W×H | rgba32uint | 4 channels f16 (dec1 output) |
| `dec0_tex` | W×H | rgba32uint | 4 channels f16 (dec0 output) |
| `prev_tex` | W×H | rgba8unorm | previous CNN output (temporal) |

Skip connections: enc0_tex and enc1_tex are **kept alive** across the full forward pass
(not ping-ponged away). DEC1 and DEC0 read them directly.

---

### Parity test mode

Drop an NPZ file (from `validate_parity.py`) to activate:
- Loads `feat`, `prev`, `cond`, `expected` arrays
- Runs full forward pass on the packed features
- Computes per-pixel per-channel absolute error vs `expected`
- Reports: max error, mean error, pass/fail (threshold = 1/255)
- Shows error map on canvas (amplified ×10, same as diff mode)

---

### File size estimate

| Component | Approx size |
|-----------|-------------|
| HTML/CSS (reused) | ~4 KB |
| JS logic (reused + new) | ~15 KB |
| PACK_SHADER | ~1.5 KB |
| ENC/DEC shaders (×6) | ~9 KB |
| Display/viz shaders (reused) | ~3 KB |
| **Total** | **~33 KB** |

---

### Usage

```bash
open cnn_v3/tools/index.html
# or
python3 -m http.server 8000
# → http://localhost:8000/cnn_v3/tools/
```

---

## Implementation Checklist

Ordered for parallel execution where possible. Phases 1 and 2 are independent.

**Architecture locked:** enc_channels = [4, 8]. See Size Budget for weight counts.

---

### Phase 0 — Stub G-buffer (unblocks everything else)

Minimal compute pass, no real geometry. Lets CNN v3 be developed and trained
before the real G-buffer exists. Wire real G-buffer in Phase 5.

- [ ] `src/effects/cnn_v3_stub_gbuf.wgsl` — compute shader:
  - albedo = sample current framebuffer (RGBA)
  - normal.xy = (0.5, 0.5) — neutral, pointing toward camera
  - depth = 0.5 — constant mid-range
  - depth_grad.xy = 0, 0
  - mat_id = 0, prev.rgb = 0, shadow = 1.0, transp = 0.0
  - mip1/mip2 sampled from framebuffer via `textureSampleLevel`
  - writes feat_tex0 + feat_tex1 (2 × rgba32uint)
- [ ] Wire into `CNNv3Effect::render()` as pass 0 (swapped out later for real G-buffer)

---

### Phase 1 — Training infrastructure (parallel with Phase 2)

**1a. PyTorch model**
- [ ] `cnn_v3/training/train_cnn_v3.py`
  - [ ] `CNNv3` class: U-Net [4,8], FiLM MLP (5→16→48), channel dropout
  - [ ] `GBufferDataset`: loads 20-channel feature tensors from packed PNGs
  - [ ] Training loop, checkpointing, grayscale/RGBA loss option

**1b. Data preparation**
- [ ] `cnn_v3/training/pack_photo_sample.py` — photo PNG → feat tensor (albedo + zeros)
- [ ] `cnn_v3/training/pack_blender_sample.py` — multi-layer EXR → packed channel PNGs
- [ ] `cnn_v3/training/blender_export.py` — headless Blender multi-pass render script
  - passes: DiffCol, Normal, Z, IndexOB, Shadow, Alpha, Combined (target)

**1c. Export and parity**
- [ ] `cnn_v3/training/export_cnn_v3_weights.py` — checkpoint → binary v3 .bin (f16)
- [ ] `cnn_v3/training/validate_parity.py`
  - [ ] Generate test vectors (4 cases: full_static, simple_static, temporal, zero)
  - [ ] Compare PyTorch f32 vs HTML WebGPU and C++ outputs
  - [ ] Report max/mean error per channel, pass/fail at 1/255

**1d. Pipeline script**
- [ ] `cnn_v3/scripts/train_cnn_v3_full.sh` — pack → train → export → build → validate
  - all flags from v2 + `--enc-channels`, `--film-cond-dim`, `--input-mode`, `--channel-dropout-p`, `--generate-vectors`, `--skip-pack`

---

### Phase 2 — WGSL shaders (parallel with Phase 1)

All shaders: explicit zero-pad (not clamp), nearest-neighbor upsample,
no batch norm at inference, `#include` existing snippets where possible.

**2a. Pack pass** (replaces stub in Phase 0 when real G-buffer exists)
- [ ] `src/effects/cnn_v3_pack.wgsl` — full 20-channel packer
  - `#include "camera_common"` for depth linearization
  - reads albedo MIPs via `textureSampleLevel(..., 1.0)` and `(..., 2.0)`
  - reads prev_cnn_tex (persistent RGBA8 owned by effect)
  - reads depth32float, normal, shadow, transp G-buffer textures
  - computes depth_grad (finite diff), oct-encodes normal if needed
  - writes feat_tex0 (f16×8) + feat_tex1 (u8×12, spare)

**2b. U-Net compute shaders**
- [ ] `src/effects/cnn_v3_enc0.wgsl` — Conv(20→4, 3×3) + FiLM + ReLU
- [ ] `src/effects/cnn_v3_enc1.wgsl` — Conv(4→8, 3×3) + FiLM + ReLU + avg_pool 2×2
- [ ] `src/effects/cnn_v3_bottleneck.wgsl` — Conv(8→8, 1×1) + FiLM + ReLU
- [ ] `src/effects/cnn_v3_dec1.wgsl` — nearest upsample×2 + concat enc1_skip + Conv(16→4, 3×3) + FiLM + ReLU
- [ ] `src/effects/cnn_v3_dec0.wgsl` — nearest upsample×2 + concat enc0_skip + Conv(8→4, 3×3) + FiLM + ReLU
- [ ] `src/effects/cnn_v3_output.wgsl` — Conv(4→4, 1×1) + sigmoid → composite to framebuffer

Reuse from existing shaders:
- `pack2x16float` / `unpack2x16float` pattern (from CNN v2 shaders)
- `pack4x8unorm` / `unpack4x8unorm` for feat_tex1

**2c. Register shaders**
- [ ] Add all shaders to `workspaces/main/assets.txt`
- [ ] Add externs to `src/effects/shaders.h` + `src/effects/shaders.cc`

---

### Phase 3 — C++ effect

- [ ] `src/effects/cnn_v3_effect.h` — class declaration
  - textures: feat_tex0, feat_tex1, enc0_tex, enc1_tex (half-res), bn_tex (half-res), dec1_tex, dec0_tex
  - **`WGPUTexture prev_cnn_tex_`** — persistent RGBA8, owned by effect, initialized black
  - `FilmParams` uniform buffer (γ/β for 4 levels = 48 floats = 192 bytes)
  - FiLM MLP weights (loaded from .bin, run CPU-side per frame)

- [ ] `src/effects/cnn_v3_effect.cc` — implementation
  - [ ] Constructor: create all textures at render resolution
  - [ ] `render()`: 7-pass dispatch: stub_gbuf (or real) → enc0 → enc1 → bn → dec1 → dec0 → output
  - [ ] Per-frame: run FiLM MLP (CPU), upload FilmParams uniform
  - [ ] **After output pass: blit output → `prev_cnn_tex_`** (one GPU copy, cheap)
  - [ ] `resize()`: recreate resolution-dependent textures (enc1/bn are half-res)

- [ ] `cmake/DemoSourceLists.cmake` — add `cnn_v3_effect.cc` to COMMON_GPU_EFFECTS
- [ ] `src/gpu/demo_effects.h` — add `#include "effects/cnn_v3_effect.h"`
- [ ] `workspaces/main/timeline.seq` — add `EFFECT + CNNv3Effect`

---

### Phase 4 — Test scene (rotating cubes + fog SDF → G-buffer)

Provides a real G-buffer for visual validation before the production G-buffer exists.
Replaces the stub when ready.

**4a. Raster G-buffer pass** (MRT)
- [ ] `src/effects/cnn_v3_scene_raster.wgsl`
  - Based on `src/effects/rotating_cube.wgsl`
  - Fragment outputs: `@location(0)` albedo rgba16float, `@location(1)` normal+matid rg16float
  - Depth: hardware depth32float
  - mat_id from push constant / uniform (per-draw-call object index)

**4b. Fog SDF pass** (compute)
- [ ] `src/effects/cnn_v3_scene_sdf.wgsl`
  - `#include "render/raymarching_id"` — provides `object_id` → mat_id
  - `#include "render/shadows"` — `calc_shadow()` → shadow channel
  - `#include "math/sdf_shapes"` — sdBox, sdSphere for fog/cube SDFs
  - `#include "camera_common"` — ray setup
  - Reads rasterized depth32float, overwrites G-buffer textures where SDF wins
  - Writes transparency channel (volumetric fog density)

**4c. C++ wrapper**
- [ ] `src/effects/cnn_v3_scene_effect.h/.cc` — `CNNv3SceneEffect`
  - Owns G-buffer textures (albedo rgba16float, normal_mat rg16float, depth32float, shadow r8unorm, transp r16float)
  - Pass 1: raster rotating cubes → MRT
  - Pass 2: SDF fog compute → overwrite where closer
  - Pass 3: lighting/shadow pass
  - Outputs are bound as inputs to `CNNv3Effect`'s pack pass
- [ ] `cmake/DemoSourceLists.cmake` — add `.cc`
- [ ] `src/gpu/demo_effects.h` — add include

---

### Phase 5 — C++ test

Separate from v1/v2 tests. Uses `CNNv3SceneEffect` + `CNNv3Effect` together.

- [ ] `src/tests/gpu/test_cnn_v3.cc`
  - [ ] Scene renders (stub G-buffer + real scene G-buffer)
  - [ ] CNN v3 forward pass with random/identity weights
  - [ ] Prev frame blit verified (frame 0 → frame 1 temporal path)
  - [ ] FiLM conditioning: verify different cond vectors produce different outputs
  - [ ] Shader compilation (all 7 passes)
- [ ] `cmake/DemoTests.cmake` — add test target

---

### Phase 6 — HTML validation tool

- [ ] Copy `cnn_v2/tools/cnn_v2_test/index.html` → `cnn_v3/tools/index.html`
- [ ] Replace `STATIC_SHADER` → `PACK_SHADER` (feat_tex0 + feat_tex1, mixed f16/u8)
- [ ] Replace `CNN_SHADER` → 6 U-Net shaders (ENC0/ENC1/BN/DEC1/DEC0/OUTPUT)
- [ ] Input mode toggle (Simple/Full) + filename-based channel detection
- [ ] FiLM conditioning sliders + JS MLP forward pass (tiny, runs in JS)
- [ ] Temporal: "capture prev frame" button + "use temporal" toggle
- [ ] Layer viz: U-Net hierarchy buttons (Features/Enc0/Enc1/BN/Dec1/Dec0/Output)
- [ ] G-buffer channel view (`G` key cycles: albedo/normal/depth/shadow/transp)
- [ ] Parity test mode: drop NPZ → run → max error report + error map

---

### Phase 7 — Parity validation

- [ ] Train model on photo samples (`--input-mode simple`, 200 epochs)
- [ ] Export weights + generate test vectors (`--generate-vectors`)
- [ ] HTML tool: drop .bin + test image → verify visual output
- [ ] `validate_parity.py`: HTML vs PyTorch ≤ 1/255, C++ vs PyTorch ≤ 1/255
- [ ] All 4 test cases pass: full_static, simple_static, temporal, zero_input
- [ ] Wire `CNNv3SceneEffect` G-buffer into `CNNv3Effect` (replace stub)

---

### Phase 8 — Production G-buffer (future)

Wire the real hybrid renderer G-buffer (GEOM_BUFFER.md) into CNNv3Effect,
replacing `CNNv3SceneEffect`. Train on Blender full-pipeline samples.

---

## Differences from CNN v2

| | CNN v2 | CNN v3 |
|---|---|---|
| Architecture | Flat N-layer chain | U-Net encoder/decoder |
| Input | RGBD + positional enc | 20ch feature buffer (G-buffer + temporal + MIPs + shadow + transp.) |
| Style control | Static (post-train) | FiLM: runtime γ/β from audio/beat |
| Skip connections | None | Encoder→decoder concat |
| Multi-scale | No | Yes (2 levels) |
| Testability | HTML + C++ (informal) | Strict: test vectors, per-pixel tolerance |
| Training data | Input/output image pairs | G-buffer render passes (Blender or photo) |
| Weights | ~3.2 KB | ~3.4 KB (similar) |

---

## References

- **FiLM:** "FiLM: Visual Reasoning with a General Conditioning Layer" (Perez et al., 2018)
- **U-Net:** "U-Net: Convolutional Networks for Biomedical Image Segmentation" (Ronneberger et al., 2015)
- **G-Buffer design:** `doc/archive/GEOM_BUFFER.md`
- **CNN v2 reference:** `cnn_v2/docs/CNN_V2.md`
- **Binary format base:** `cnn_v2/docs/CNN_V2_BINARY_FORMAT.md`
- **Effect workflow:** `doc/EFFECT_WORKFLOW.md`

---

**Document Version:** 1.0
**Created:** 2026-03-19
**Status:** Design phase — G-buffer prerequisite pending